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You mean +1? If that not so necessary I think and it will and this will bloat the code a bit.

Makes sense:D I'm not an experienced team shooter gamer, more like casual. Used that Q and E to lean left-right and based on this, I looked at my own finger placement and came to the conclusion that Q is perfect for pump/bolt-action control.  There will be more weapons that use this mechanic, so I'm open to suggestions on which button would work better. (I haven’t figured out how to make a key settings yet.)

Planning skills in future, so officer will get boosts as reload speed and another nice things through it.

Melee is really a weapon of last resort. When there is absolutely nothing else. And thus, in exchange for a small amount of health, you can hope that you will knock out a ammo box from the enemy. It's even was buffed twice or trice and size of the bat's collision box is 1/3 larger than the bat itself. And speed has been raised. 

Found grenades funny. Maybe leave them bouncy but reduce trigger time by half?

Bouncy Grenades with reduced trigger time? Eh, could work, considering that one of the methods I used to get Chloe to try and hit any of them is to lob grenade at a wall and let it bounce off into the chasing hoard. Reduced Trigger time means it can actually explode and take out the hoard for once after a Trick Bounce.

And I like the idea of skills for our officer... Especially since you made the implication that the skills and perks would allow us to give our chosen characters a personality we like.

Reduced it by half (5 -> 2.5sec) and tested. Now its much more easy to control.

Lately I've been getting closer to what the perks will look like. So they really will be, the main thing is not to make a mess with the balance.