![]() ![]() Taking a bit from each game, we've got a new system that should still have the simplicity of SFH3, while giving way more options than SFH2 did. So selecting a weapon was almost too simple. We like how consistent/simple this was, but it just meant that a higher rarity is always better no matter what. Custom weapons had the best stats and a unique perk/name. ![]() Every weapon was completely unique, but this was also a bit confusing.Įvery weapon had set stats, with the rarities increasing damage by a % based on the rarity. Every weapon had randomized stats, and higher rarities gave even more random stats. The simplest design, but way too simple for what we're going for. Weapons in Previous SFH Gamesįirst reach the required level, pay money to unlock the weapon, and that's it. But first lets go over the originals and how they were laid out. As part of making SFHR a much larger game overall, we wanted to really flesh out the weapon system.
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