Showing posts with label guns. Show all posts
Showing posts with label guns. Show all posts

Friday, October 24, 2014

Game Design Review - On Guns P2

This is a continuation of a topic in my Game Design Review series which began here:
http://fpscreloadedreview.blogspot.com/2014/10/game-design-review-on-guns-p1.html

When I think back to the original doom, and quake, I recall their weapons accuracy.  These games were fun and consistent, without all the tedious need for upgrades and add-ons just to make a gun shoot well out of the box.  It was an era of run and gun.  I really enjoyed the original Doom; it shaped all my gameplay experiences to come.

The guns back then behaved vastly more intuitively than they do today.  Oftentimes without any form of crosshair, to boot.

From this pretty awesome article: 


So let's talk terminology first.  It's a sticking point amongst many gun enthusiasts vs non-gun enthusiasts.  We see so many wrongly labelled examples it's quite maddening.  Why do we, as developers care?  People appreciate accuracy both in their weapons AND from the developers in terms of modelling game components.

Magazines vs Clips

Clips are, on the by and whole, not used anymore.  They are a relic of a bygone era save for mostly revolver clips.  A clip is a little metal piece that is used to hold bullets together.  It's flimsy and tiny, and generally is not what people are thinking of when they refer to a 'clip of bullets'.

Picture per wikipedia.

Note the distinct lack of a housing.  This defines a clip.  It's literally like a paper clip.  A simple metal piece that binds rounds together.

Some AK-47 Magazines per http://pokin-holes.blogspot.com

Not real hard to know the difference once you've seen it.  Also makes you look REALLY stupid to anyone who has even a passing interesting firearms if you're not making the distinction.

Shells, casings, and everything in between.

Similarly, the same applies to Shells.  Shells are effectively a whole, pre-fired bullet.  It includes the whole material components of the casing (usually brass or steel), the projectile (usually lead or copper), gunpowder, and a primer.

From hunter-ed.com


Often, however, people refer to empty shell casings as shells.  This is incorrect.  It's splitting hairs but do you really want to seem like an idiot to the more educated of your audience?

So, some simple education is in order on how bullets and guns ACTUALLY work.

In the beginning...

Humankind (arguably, at least in academic circles) proved his superiority both through his intellect but ALSO through his ability to throw objects which could kill his prey.  This effective 'arm reach' improvement gave a huge evolutionary advantage over similar predators.
(Source: http://phys.org/news/2013-06-chimps-humans-baseball-pitcher.html )

As time went on our methods of throwing things improved.  We used spears, spear throwers, slings (where bullets effectively originated), arrows and eventually firearms.

How firearms work.

Firearms are remarkably simple.   The bulk of the work is done by the bullet itself.  A firearm or gun is effectively a means to provide a loader, a way to initiate firing (trigger and firing pin), and a stabilizing platform (the barrel).

Obviously I got this from http://gunlink.info ^

PUT SIMPLY - IF YOU HAVE EVER USED A PEA SHOOTER, YOU KNOW HOW A GUN WORKS.  JUST SUBSTITUTE YOUR BREATH FOR A CHEMICAL REACTION WHICH CAUSES RAPIDLY EXPANDING GAS TO PUSH THE 'SPITBALL' (aka bullet).

On another note - once a gun fires and the casing is ejected.. there should be no more projectile in it!  I'm amazed how often people think it just shoots magic out the end and ejects a whole round.  Or alternately, that they think that it fires a whole projectile, casing and all.


IMPLEMENTING MORE EFFECTIVE GUNS IN FPSC:RELOADED

Now for the meat of this article.  Inside of the FPSC:R Engine folder (Typically C:\program files(x86)\the game creators\fpscr) there's a game core folder.  Inside of that folder is your weapons folder.  Within that are the individual weapons.

What we're looking for is the 'gunspec.txt' file.  This is gun specifications and effectively controls the behavior of the gun itself.

Within this file the main settings we are concerned with are:

'accuracy'   - The base hipfire accuracy of the gun.
'zoom accuracy' - The alt-fire 'down the sights' accuracy of the gun.
'force'  - Felt recoil.
'damage' - For tweaking your preferred damage settings.

The accuracy field is not as granular as you might think.  The game basically uses this value to define the cone of fire coming from the weapon.   The smaller the number, the smaller the cone.  Zero is no cone.

For the purposes of our example let's look at the values in the original shotgun gunspec file.

damage            = 15
damagetype     = 2
reloadqty         = 6
accuracy          = 8
shotgun           = 1

An accuracy of eight makes this gun seem like it's a blunderbuss. Heck, a blunderbuss was probably more accurate.  Damage is 15 per pellet.  In it's stock configuration the shotgun feels like one of the weakest weapons, often requiring 3-5 shots at a mere 3 yards to put away even the lowliest enemy.

This is my modified numbers:

damage         = 11
damagetype  = 2
reloadqty      = 6
accuracy       = 2
shotgun         = 1
range       = 1500

You might think this seems drastic.  Bear in mind, however, that the accuracy value basically acts like degrees of an arc.   I'm estimating but I'm fairly sure that it's approximately 5 degrees of arc per value of accuracy.  So a value of one gives a five degree cone, a value of two gives a ten degree cone, etc.  This value in testing gave me a nice tight spread.  This also seemed overwhelmingly powerful so I toned down the damage to bring it in line with it's value as a weapon.

I also added a range value, which wasn't present in the file by default.  This should (if not now, then later) make the weapon ineffective as a long range platform. An example of this was the quake (1) shotgun which could shoot the entire length of the map and retain a moderately realistic tight spread.  It made for an effective weapon at any distance, which was unreasonable.

Recommended changes for other weapons:
Colt 1911 - 35 damage, accuracy 1, zoomaccuracy 0, reloadqty 8 (up from 7).
Notes:  The 45 ACP bullet is a low penetration, moderate damage round.  It's on par with a 9mm in terms of ballistic performance.  Also, many modern 1911's carry 8 in the magazine, not 7.  Examples: the Wilson combat 1911, Sig Sauer's 1911, and even the Taurus PT1911.

357 magnum - 50 damage, accuracy 0, zoom accuracy 0, force 150.  
Notes:  The 357 magnum is a hell of a round.  It hits pretty hard for a pistol round and I wanted to
model accuracy as well.  The payback is of course in terms of recoil.

This was off a virtually stock el-cheapo Taurus PT1911 shooting generic ammo.


Ironically 45's are pretty damn accurate, but I *PREFER* using slightly different values to exacerbate the differences between the guns.  I also have a custom 1911-22 I put in (a 1911 using a .22LR barrel, magazines, etc) which has a fast fire rate, higher magazine count (12), less damage, and perfect accuracy with low recoil.  I needed slight value adjustments to make that work.  Until something more granular is available, these values will have to do.  I kept the default pistol ranges for now.  I want to play more with ranges before I make recommendations there.

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Friday, October 10, 2014

Game Design Review - On Guns P1

This is the first in a series of articles which I plan to post irregularly, perhaps once or twice a month, specifically relating to game design mechanics.

One of the first things I noticed about the FPSC: Reloaded engine was the initial guns it came with suffered from the usual host of faults.

Now the thing is,  games have had these faults for a long time.  I generally attribute these faults to developers who simply don't have the hands on experience of USING the actual firearms in question. For context, I'm a long time shooting enthusiast - your typical American Gun nut as it were.  I shot black powder competitively for over 15 years and did reasonably well, all told.

I've shot, firsthand, many of the guns used in video games (at least common ones).  And generally have shot at least the caliber or type/make/model of the gun in question.  I've read ream upon ream of ballistic data, penetration info, wound channel characteristics, stopping power and other items.

So let's start with the first and most glaring issue:

CROSSHAIRS

People - in general - don't have a crosshair built into their eyes.  Now I know this might come as a shock to you, but in the beginning - games didn't use crosshairs.  So it's my preference to remove it from my games.  This is not unprecedented, as games such as wolfenstein,

Now games generally tend to provide a crosshair as a holdover from that day when games only had hipfire but lacked any sort of system to use sights.  Nowadays games increase their complexity and realism.  They include accuracy mechanics, recoil, etc.  I'd say if you use a crosshair, a simple dot reticle provides a simple point of aim versus a full blown crosshair while not requiring a suspension of realism.

This brings us to our second issue:

ACCURACY

Much of the reason a crosshair exists is so people can hipfire and hit the target.  Most games include reduced accuracy for hipfire as a sort of artifical skill penalty.

Unfortunately over the years, this has become less and less understood and now people model the accuracy of one gun versus another.  Allow me to educate you on this:

Most guns are inherently accurate.  That's right.  Accurate.  While not amazing, most (non defective) guns retain sufficient tolerance that 'bad accuracy' means hitting something the size of a 7 inch plate.
Compare that to good accuracy, which would be within say a two inch circle.  Or excellent, where the shots overlap each other.

Rifles, in particular, are measured in terms of 'minute of angle' or MOA.  A minute of angle is 1/60th of a degree.  Consider that the average AR-15 is around 7 MOA.  This is 30% more accurate (seems like a lot, right?) Than your average AK-47, which is around 10 MOA.

We're talking the difference of 3/60th's of a degree here.  So within 100 meters/yards you're not going to see a significant difference in terms of video game accuracy.

Here's a real world example.   This is the shot pattern at ONE HUNDRED YARDS for an AR-15.

Courtesy of thetruthaboutguns.net

Consider the above - those thin lines represent a quarter of an inch. AT ONE HUNDRED YARDS. Using fairly generic hunting ammo.

Now compare that to a standard AK pattern:
From a shooter's forum, name withheld.  The above shows two separate groups of approx 3-4 inches spread.

There are literally THOUSANDS of 100 yard or meter patterns on the web for BOTH rifles that mirror the example pictures I took.  Now bear in mind this is at 100 yards.  Which looks like this:

Courtesy of thrumylens.org

So literally the difference of about two inches variance at one hundred yards, often on iron sights.

Compared to video games, which portrays accuracy like this:

I don't know what movie this is from, but I'd watch it.


The primary factors in missed shots (in the real world) are user skill (did they jerk the trigger, have a bad flinch, etc), technical malfunction (is the barrel loose, is it causing shots to tumble), and of course ... recoil.  Recoil is the physical action a gun takes after being fired.  Many guns use the energy from the bullet to drive a simple bolt assembly backwards to load another round and prepare the firing pin for another shot.  This is called a 'blowback' style gun.  The actual action of moving parts is a significant portion of where recoil comes from.  AR-15's use a lighter form called direct gas impingement whereas AK-47's are piston driven.  The AK has heavier, bulkier moving parts so you get marginally more recoil.  Recoil is also affected by the round itself.  More powder, bigger bullet, etc = more felt recoil.

Bear in mind most games portray AK-47's with completely unrealistic recoil.
From combat arms - and this is relatively TAME for a videogame AK-47.

When really... it's more like this.

OH MAN SO MUCH RECOIL HOW DOES HE HOLD ONTO IT

In context of the Reloaded engine, virtually every gun needs to be brought down to a zero or one value for accuracy.  At WORST a two.

Which brings us to the biggest habitual offender.

SHOTGUNS.

Shotguns in video games are consistently the WORST example of a firearm - EVER.  Even 'accurate' games like battlefield tend to be so woefully inept at portraying them.

For history, the shotgun is designed from revolutionary war-era shooting that basically was "If you can only shoot two or three times a minute, shoot lots of pellets in the hope of hitting.".  The shotgun is a very simple concept.  It's a long tube, typically smoothbore (no rifling) but sometimes includes rifling (for slugs - more on that in a minute) which fires whatever is in the cartridge.  You can shoot all kind of crazy, insane shit out of a shotgun.  Go to this youtube channel if you want a real good idea of just how nuts you can get:  https://www.youtube.com/user/taofledermaus

Your TYPICAL video game shotgun is based on using buckshot.
These are typically 33 caliber (a unit of measurement) pellets (smaller than a 9mm pistol bullet!) arranged in a cartridge with generally nine (standard 12 gauge) or sometimes up to thirteen (12 gauge magnum) pellets per shell.

This is what it looks like:
So firstly, at least get the pellet count right.  No meaningful defense round uses anything less than buckshot (unless they're using an oddball or they're one of those doofuses who uses birdshot).

Next, let's look at the accuracy.  Video game accuracy:


Now this doesn't look COMPLETELY bad right?  I mean .. it's about a three foot circle at 15 feet or so.  You can tell by the width of the body of the badguy and the shots that missed going over his shoulder.  Watch the entire vid for context.

But here's the truth.  Shotguns don't spread out THAT much.  They spread out about this much at fifteen feet:



So as you can see at 5 yards (15 feet) it's a 5 to 6 inch group.  That's literally a 600% over-estimation in group size by even the most tame video game developers.

In reality, most shotguns are effective out to about 35 yards (with buckshot).  I can't find the source but I recall reading that the british had tested it and found that you had a 30% increase in accuracy vs muskets out to this range.  Past that, it was exponentially less effective.

From bearingarms.com

Note - two to three hits in the critical zone(s) at 35 yard range.  So tone down your spread guys :)

Lastly...

Shotguns are not like this:
Yes, that's a real artillery launched nuke.

They don't have THAT kind of power.  Instead, think of it like a small caliber pistol (33 caliber, to be exact) of above average pistol velocity (typically 1300-1600 feet per second for a shotgun, vs 900-1100 for a pistol).  Compare that to say.. an AK-47 which shoots a 32 caliber projectile at 2200-2400 FPS!

So basically they're like shooting someone a small pistol round... up to nine times in one go.

So it looks like this in flesh at around the 10 foot mark:

Hint, it's the fourth one down.


You can clearly see the damage caused by rifles is pretty substantial, just like the shotgun at near point blank range.  So just try to factor that in when you are modeling your games.
I'll save my recommendations for the second part of this article.  Ta-ta for now!

Next time:  Magazines vs Clips, shells vs bullets, casings, slugs, and how to implement into your own games realistic gun configurations!