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No. 10216
>>10213 an introduction to basic firearm anatomy and safe operation would be in order. Trigger discipline, differences between magazines and clips, the difference between full-auto, semi-auto, and single shot, as well as proper grip positions and what makes a weapon a "bullpup" would cover most of what you need to know. Hyper-realism isn't really necessary; in most games all you really encounter is pseudo-realism anyway. VG weapons don't jam, they don't break, they tend to always hit the same spot regardless of use, age, or rust, and they don't require any kind of maintenance. You really only need the most superficial of things to design and implement guns in a game. Doing otherwise can lead to obsessively complex games, see the ARMA games.
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