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File: 12gcutaway.jpg (63 KB, 600x310)
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Hey /k/, third-worlder noguns gamedev here, I'm prototyping an FPS game where your only weapon is a pump-action shotgun. You have to manually cycle the action after each shot. In the current state of the game, the reload button inserts a shell through the ejection port when the foreend is pulled all the way back, so you can load the chamber directly with whatever ammunition you want. I'm allowing this to be done even with a shell sitting on the elevator, which makes me wonder how plausible it is, since I (virtually) push the shell in the elevator back into the magazine tube as the foreend closes the action. So, my questions are: how plausible is this behavior? and which shotguns facilitate this?
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>>64772084
video games are for children, and children won’t care about accuracy.
Spend your development efforts on more important things, please.
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It's not plausible.
If there's a shell in the tube mag it's going to block you from inserting something directly into the loading prot then into the chamber. Because that shell will be occupying the space where you are inserting the shell. It's a manual double feed.
And while it's possible to push the shell back into the tube on some models it's not something you would actually do in an easy or quick manner.
The gun really has to be empty for a direct into the chamber load to work smoothly.
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>>64772124
Ghost loads are a thing but not really, it's you could do it but you realistically won't. Or you do it when you have minutes to spare and not the I need my gun loaded now to shoot that guy of videogames.
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>>64772124
Got it, thanks. I'll just teach the player to load the magazine and cycle the action if he wants to "quickly" feed a specific ammo type then.
>>64772131
Yeah, I want to implement ghost loading at some point, it should definitely take some time to perform.

After doing some research, perhaps something like a Benelli M4 would be better suited for the interaction I described in the OP. The player would have to pull the bolt back, ejecting an unspent shell, the magazine tube does not put a shell in the carrier/elevator, now the chamber has enough space to be fed directly with a shell (plus an optional ghost load) and put into battery when the action closes. With an open bolt, if the player closes the action without loading anything into the chamber, I assume he only wanted to eject and keep feeding the gun from the magazine, so the character will automatically press the shell release lever right before closing the bolt.
Am I on the right track here?
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>>64772937
A solution would be to have the shotgun feature a magazine cutoff. Off the top of my head Auto5 has one i think.
Would let players swap to a seperate ammo type for a single shot and would also give them another mechanic to play with, e.g. did I remember to turn the cutoff off?

I am interested as a big fan of the Receiver series.
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>>64772084
>You have to manually cycle the action after each shot.
what does this accomplish for the gameplay? unless it's a horror game i don't see this adding much in terms of skill expression or strategy
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https://www.syringeshotgunspeedloader.com/product-page/5-round-syringe
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>>64772984
That could work, yeah, the magazine cutoff mechanism seems like it easily translates as a 'firemode switch' seen in most games.
>>64773125
Honestly, I don't really have an answer for that, maybe the idea is terrible and it plays like shit once I finish the prototype phase, but I'm sticking with it. I just want to make a game where reloading is more complex and involves more inputs than just pressing R and waiting for animations to finish. Games like Road To Vostok and Beyond Citadel feature shotguns with somewhat complex reloading and cycling mechanics.
One of my plans is to have multiple shotguns to choose from, you could go for a semi-auto if you don't feel like manually cycling the action or if it gets tiresome.
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>>64773359
If you balance the game around a pump and hand them a semi it's going to make the game laughable. If you balance it around a semi the pumps going to suck.
The thing most videogames get wrong his how long it takes to pump a gun and artificially limit it. Like compare fallout 76s pump to cs2 or ron.



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