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Weapon Mood Boards | Melee

Writer's picture: James FalconerJames Falconer

Updated: May 15, 2022

Axe:

The axe is the first of the melee weapons I want to implement into our game. Most first person shooters only have a knife as the universal melee weapon and I want to mix that up with some different mechanics for each weapon. The axe would be slower moving but deal much more damage than a standard knife and would require more patience from the player to use effectively. In terms of the 3D work, I can create a detailed model with fairly high quality textures, due to the object only having two areas to texture. It's also easy enough to make this weapon low poly and still add some more details such as a bend in the handle.


Machete:

The machete is a really easy weapon to create low poly and still look good, I imagine I can make it detailed enough and still keep it under 200 triangles. It's also easy texturing work as I only need a metal texture and wood texture for the entire knife. In terms of game mechanics the machete will be significantly faster than the axe, and somewhat low damage. It won't be the fastest moving melee weapon but since it's a knife it will still be quick.


Sledgehammer:

The sledgehammer is very similar to the axe, except for some distinct mechanical differences. I want the sledgehammer to have a similar attack speed, do slightly less damage, and to compensate for this, have a temporary stun effect on the enemy player. In terms of texturing and modelling, it'll be nearly identical to the axe but with a different head. The texturing will also be simple as the sledgehammer only needs a wood texture for the handle, and a metal texture for the head.

Butterfly Knife:

The butterfly knife is the last melee weapon I want featured in the game. It'll be the fastest attack speed, but lowest damage to compensate, so is perfect for players wanting to be less reliant on their melee. This weapon will most likely be the highest poly as I want to cut out the holes in the handle. This will probably be very costly for triangle count and I may end up way over the limit. Texturing should be easy enough as again it only really has two main parts with different materials.

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