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Official Twitter Update
  • Deleted member 28523

    User requested account closure
    Banned
    Oct 31, 2017
    2,911


    but yeah it's pretty obvious that most of the original team has moved on. Frankie working his own games, Kingdom of Dump, and some other stuff seemed like the final nail in the coffin. maybe whatever new hires will eventually finish it but i doubt it.
     
    Former developer calls out Official Twitter account
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    Strikerrr

    Strikerrr

    Member
    Oct 25, 2017
    2,120








    One of the other former developers has responded, basically calling bhroom out. I believe GZ worked on the original Barkley Gaiden and was working on the BBall Tactics mode in 2.
     
    Last edited:
    Another Dev Chimes in
  • OP
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    Strikerrr

    Strikerrr

    Member
    Oct 25, 2017
    2,120
    Another dev has chimed in about his experience working on Barkley 2.
    Just to throw in my two cents into this barkley toilet...

    I can't with 100% certainty confirm every bit of what GZ (Hiratio) has said because I wasn't in the ToG inner circles until there was like 4 people left in 2016 or whatever, but I have ZERO reason to doubt anything that he has said here from my experiences working on this wretched game, and from just talking to him about all the weird things going on and shady back-alley attitude. I peaced out from the project the same time as him for many of the same reasons he did.

    This is such a complicated mess, and from a span of 6 years, that I might be misremembering stuff here and there, but I'm trying to write all of this to the best of my recollection:

    For me, it all started back in fall of 2012 when they were looking for some help for B2 and since I sort of knew some of them and I liked Barkley1 I said sure, count me in. I did various systems they asked me to do, like the Character Creation system and the various minigames like the Booty Bass, a Diving minigame and a DwarfNET prototype that me and GZ later worked into a functional framework for some juicy DwarfNET content that never came. There are more than that but I picked these examples because they are probably the ones most people might have actually seen of this game via conventions or streams.

    Back in those early days it was the Ideas Guy bonanza out there. Everyone had ideas and quests they wanted to bring into the game, good or bad, and everyone was hyped to the gills about making some barkley. It's in good portion because of those whacky ideas and the refusal to let go of them that sunk this ship and I too at the time contributed to that, although I don't think they gave two shits about my ideas beyond briefly entertaining them. It was their baby and I was just some Joe Shmuck that was helping them out, and I was perfectly fine with that.

    I wasn't involved in the writing at all, until I thought that maybe I could help these guys script some off the NPC's. Their writing was good, and I knew mine was not, so I just tried to make the NPC's with their writing on them work as well as I could, testing them out for logic errors and stuff like that. The NPC/Event scripting system at the time was not user-friendly in the slightest but somehow work was getting done, or so I thought. Chef and Bort were still onboard at this point and all seemed good, or as good as one would expect anyway.

    The compile times slowly got unacceptable and we thought there wasn't much we could do about it, the game was just so big (not true as evidenced by the superior scripting system GZ devised much later and discovering the "Dark Drakers", which I will explain later). This is about the time when it all began to sour, and I want to say this was like 2015 to 2016. Chef disappeared in a poof of smoke and Bort became a family man. I sensed that there was some beefs going on in ToG, but it seemed like something that could have been resolved, so I didn't pay it too much attention to it like a total fool.

    Because of these departures I found myself in a much more central role and was suddenly in the mysterious inner circle. At this time I had also learned the tips and tricks of the mapmaking racket and had unofficially become the map maker. People would give me blueprints of game areas, and I would map them out to the best of my ability, and later on I would become obsessed with making the maps seamlessly weaving into each other. This was extremely dumb because it was basically just an artificial limitation, even if I liked the end result. I did also change a bunch of maps on my own accord because I thought they sucked, which lead into some beef, but those beefs were usually resolved within hours/days.

    This is also about the time when I discovered the Dark Drakers, which soured the whole thing further. Dark Draker is a filler character in B2 who talks about being faster than the snapping maw of a drake. I discovered that an entire areas worth of NPC's were just carbon copies of Dark Draker with a different name given to each, AKA the illusion of work being done. Just these 10% finished NPC's basically littering the project to make it seem like it was all good. I suppose the plan was to eventually make them into distinct NPC's but the problem was that the whole game was plagued by the Dark Drakers, and they GREATLY attributed to the poo poo compile times. I also discovered/was told about some of the more hidden mechanics of the game which can only be described as the concoction of a lunatic. For example, two separate ingame time system both dictating quests and NPC behavior (with NPC's also being dictated by quest variables, items the player has etc.), leading to impossible to fix content. Thank the lord one of these system was later discarded.

    There was many schemes on how to move forward on many occasions. Every now and then there would be a burst of gumption, and work was being done, and it all seemed good again, briefly. But you can only run away from the problems for so long. The combat in the game was always too complicated, too ambitious, and criminally ignored. It was a total disgrace, and I did bring this up a few times, but ToG didn't seem to give a hoot, or there was always some excuse why it shouldn't be worked on right now. There was too many "affixes" for the guns, there were too many types of gun, there were too many gun materials, too much everything basically.

    Most of the gun stuff eventually sort of worked, and Frankie really outdid himself by making those 1000000 different gun sprites. Frankie was the only person who produced a consistent and high quality stream of work, and did way more than he needed to. It's a total disgrace that all the art he did is essentially in the toilet now.

    With combat the crux of the issue wasn't not having enough sprites or the guns not working 100% like intended, but the enemies. They were a total loving disgrace. But again, it wasn't seen as important enough to do something about it in an RPG game. To my knowledge, to this day there are no functional bosses.

    2017 seems like the year with most of the streaks of when a good amount of work was being done. Things were getting made but of course the project was already long overdue. The new scripting system was in full swing which was approximately 20000 times better/faster/easier to use than the old one. I can't stress enough how much more efficient it made content creation. Compile times had dropped down to around 45 seconds. Too bad the writers were no longer there. Instead we tried to emulate the barkley1 sort of writing ourselves, but of course it was rather mediocre.

    In 2018 GZ vanished for a long time and I just thought maybe he had some personal stuff to figure out, or that he had jumped off a bridge. That was not the case, he was merely crestfallen to his very core in regards to Barkley2. This was also the year when there would be times when I was the only person working on the game for weeks at a time, and at the longest, a month at a time. The whole debacle finally came to it's "climax" near the end of 2018 when it become absolutely crystal clear to even me that this is a bad joke and it's never going to work out if it just keeps going on like it had up to that point. GZ had more insight into things so he had figured out this a lot sooner, but regardless, when he quit, so did I because at that point there was no realistic way of getting this poo poo done. I was so stupid that it took me 6 years to become disillusioned.

    This is boring and longwinded as all hell, but this is basically the short version of my story and I hope I haven't misremembered anything. I don't want to see this piece of poo poo game ever again in my life.
     
    Kickstarter Update
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    Strikerrr

    Strikerrr

    Member
    Oct 25, 2017
    2,120
    Hello to all justifiably restless backers. I think for this first post I want to cover what has happened recently and specifically why I haven't updated in so long.
    First: It's my fault. I consciously avoided updating, even at the requests of other people who worked on the game. The reason more than anything was cowardice, but I framed it under a strategic reasoning that once we could start giving GOOD NEWS, then the delay would be much easier to swallow to backers. The good news came few and far between and I would continue to move the goal posts in response. This was stupid and wrong. I should have been much more transparent with how the game was going and the trials we were encountering keeping the work going. I am sorry.

    You all are the reason we started working on this game with such a concerted interest in the first place and cutting you out hoping for a massive turnaround that would wash all the silence under the bridge was foolish to say the least. My hope is that while this is always going to be too little and too late, I can at least explain what the problems were.

    Second: This is Liam, bhroom, and I started as the producer and was the one who wrote most of the updates. I am bort's brother. Bort worked on the first Barkley along with GZ and chef. Most of you know this. I'm going to avoid a massive chronology for the time being, since I just want to get this out, but I am committed and answering any questions you all may have.

    As the game continued to age, people left the project for lots of reasons, mostly due to taking jobs or losing interest. Everyone still working picked up slack as the game went on, but this game always needed competent and constant development in order to come out under the lofty pretenses we had established. This was my first game and lots and lots of problems at the beginning were due to my inexperience. I do not think this game was doomed. I do think we needed a big rebuild about midway through though.

    Until earlier this year, the game languished as we didn't really have a full-time person working on the things that really matter in the game: combat, main quest events, bosses. GZ was on the project last year and would work when he could. In those times we would make progress, but always, in my foolish mind, just short of being enough to update. As I mentioned, this was entirely wrong of me. I would write it off as under-the-hood work, that wasn't the pop we needed for our big "hey we aren't dead" post.

    GZ is now gone and he is the most upset about the state of the game and how he left. I never wanted that to happen and had always wished that there would be some working solution. That is not the case. I think his points are perfectly valid and his frustration with the game is well warranted. I want to confront those realities moving forward too and make sure that if there is a solution where the game is fully completed and released, I don't repeat mistakes that might jeopardize relationships I've already damaged or destroyed.

    Finally, - and before this become too long for a first post back - I am slowly inching the game forward with the help of a part time coder named paperjack. We are both hoping that we can get the game in a better state in the coming months. I will update more about that soon and get feedback on more constructive things like how the game actually IS and PLAYS. I'm assuming there will be another few posts from me addressing your questions and concerns and giving more information about what all has happened to get the game in the predicament that it is.

    I am going to attempt to answer all questions on twitter and directly to me in KS. Based on those questions I'll formulate the next update which… I guess will be in no more than 3 days from now? How much B2 is too much B2 in your feeds?

    Once again. I'm going to work hard to make this right and make this game.
     
    More insights from a former developer
  • May 13, 2019
    1,589
    More insights from a former developer via the Something Awful forum:

    okay

    Let's start with the overall Combat, because it's a good example of how development on the game went.

    I joined in 2013 just after the KS to work on combat and core engine stuff. The game was effectively divided into two parts, Quest and Combat. There was rarely more than one person working actively on combat. Praise to my lucky stars that I was not involved in the quest side of the game, looking in from the outside it looked like a loving nightmare - near the end of 2017 the massive first area with interconnecting, multiple-path, time-based quests had been reworked from the ground up at least once and, if I recall correctly, it was still not done. To be honest though, the first area seemed to be very good, and when it was demoed at conventions it was well received. So overall B2 had a high quality for the pieces that did finally click into the puzzle.

    The pitch for combat was: Hardcore RPG with guns. Basically Nuclear Throne with some heavy RPG elements and gun fusion. There was ideas for enemies hiding behind cover, flanking, being vulnerable from behind. There was already a bare-bones prototype there when I joined. My first step was to make combat feel more 'solid', with better movement, collisions, AI, and just overall a better feel. In hindsight this was a big mistake and it was my mistake completely, we should have just ran with bare bones combat and got combat done. If I had taken that path, combat would today have been simpler, closer to completion, and perhaps even more fun.

    Far down the line we wanted to create a mountain area. To deal with height differences as you scale the cold, windswept mountain sides of Necron 7, I added a map height system so tile maps and characters had different elevation. Then because we later worked more on the starting area which was the Sewers, we started implementing the height maps in... the... Sewers... first. It took a huge amount of time and didn't really add anything to the game. So that was a big waste of time on my end and was just yet another thing that slowed everyone down.

    Everyone had different ideas of what combat should be. There was a healthy struggle between making it more fast-paced and action-oriented versus slower and focusing on the RPG bits. However there was a worrying trend starting where we looked less at what the game was actually playing like and more at what was written down in design docs or what the initial ideas from project start was. After two years, combat was still not fun but the push was towards implementing the original designs. The belief was that when everything was implemented according to design it would all come together. Another more direct way to put it is that feedback on design issues and legit serious problems was usually ignored. Eventually after a long time this started to loosen up a bit, but too little too late. Which brings us to the two main points of why combat was boring garbage.

    One. Design wise, everything was always massively complicated. Suggesting we keep things simple was ignored, because No that's not the game we want to make. It was sometimes impossible to discuss effort vs value. That's a big part of why gun's fusion took years to get done and working right. That's why the game had at one point eight damage types and a complex elemental resistance system that never really worked well in practice meaning mostly you just considered normal damage and ignored the rest, or at least I found myself doing that when playtesting. Some systems were made way too complicated for any player to ever understand because That's The Joke. Pushing to make the game simpler was really hard, but sometimes the penny dropped, and luckily we avoided some excessive poo poo.

    For example, one legit funny joke was your Party. You only ever played as Hoopz, but on your equipment menu there were four party members. You could always see them in your menu but never in game. As I recall it, at the literal final second of the game the other 3 party members would appear out of Hoopz like in a Final Fantasy game and say "Wow, we did it!" "Hell yeah!". Kind of funny actually, but, it's just one small joke. It would make sense, then, from a return on investment standpoint, to not actually implement your party as characters with actual stats and equipment that actually level up alongside you, available with actual status menus. But B2 ideas sometimes made very little sense. There was a serious idea that these characters should do all that so you could see them progressing as if they were with you. Explaining the effort needed to make this particular dream come true was met with That's The Joke. Thankfully this feature was cut before any serious time was spent on it. Not all similar features were cut.

    But, in my humble opinion, and everything from here on is completely my personal opinion only, but which Laz also mentioned, there was a much more serious issue with gameplay.

    Two. Let's compare DOOM and Dark Souls. Doom is a fast paced game with guns. You are fast, and have long range guns. Therefore enemies are also fast, some have rapid long range attacks, and they come in huge numbers. Altogether you get a fast run-n-gun FPS. In Dark Souls, you are slow and have basically only melee attacks, and can't move while attacking. Therefore, enemies are slow, telegraph their attacks, have mostly melee attacks, and come in very few numbers at a time. Altogether you get a slow, methodical action RPG. Both these games are awesome because everything fits together.

    Now as a thought experiment, what if you put the player Character from DOOM, in Dark Souls? Well, you would have Barkley 2. Because the combat pitch for Barkley 2 is a Hardcore RPG with guns, the very fixed idea was that enemies should be slow and tactical. At the same time it's a run-n-gun action game. So, Diablo with guns. In theory, this is actually a very cool idea! But in practice, you're five times faster than enemies, deal a poo poo ton of damage, and combat is just a joke unless you intentionally let enemies gang up on you. There is no reason to bother learning about the hardcore RPG side of things if the only difference is does slow-rear end mole get whacked in 3 or 5 bullets. Every tool in your toolbox that could make encounter interesting, like locked doors to create arenas, or just spawning in enemies to surround you, were a no-go because that's classic game cliches that we don't want to do. Okay. I pitched for and tried out faster enemies, but they were not liked, and also the game was unbalanced and buggy because it's never really been properly played. The response was to again make all enemies slower across the board. No amount of bringing up how this is not actually fun to play could change management's direction on combat or even have an open honest discussion about it.

    Many did all they could to spice it up. Different people gave different takes on enemies. Frankie did a huge heroic effort to make guns unique and interesting. But in the end you can't fix whats broken by piling more garbage on top.

    In an attempt to make the game challenging, then, you have limited bullets and when I left in 2017 there was still no way to refill bullets without returning to the save point. So the challenge was resource management. Since there was no way we could ever add weak melee attacks you could use if you run out of bullets because This Is A Game About Guns, meaning if you run out you're actually out of ways to attacks, it made balancing the game really, really awkward. Loads and loads of time was spent on gun's balancing to make this work. I don't know how it turned out because of the above issue with not being able to actually play the game for real. Zaubers (magic) would help with this issue, but those are another story and are actually what I was working on and halfway through when I left.

    All in all combat was, like many things in B2, wild grand ideas that were very hit and miss in practice.

     
    CBoy responds
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    Strikerrr

    Strikerrr

    Member
    Oct 25, 2017
    2,120
    Hey guys, this is Chef Boyardee, one of the writers and musicians for the game, and I was one of the original Barkley 1 guys.

    Barkley 2 was our dream game. When we asked for $30k and received $120k, it felt like a mandate to go absolutely bonkers and make the game far, far larger and more convoluted than it actually needed to be (and as we learned, than we were more capable of making). To talk about all of our inspirations is to basically give you a laundry list of multi-million dollar Square-Enix RPGs with teams of hundreds of guys - so who WOULDN'T believe a bunch of dudes in their dad's basement could make it?

    We moved into bhroom and bort's dad's basement and got to work. We went absolutely nuts with scope, and planned out a massive game that, in reality, would have taken far more resources than we had. I'll give you an example: Barkley 2 had a 24 hour time system. As you completed quests and events in the game, the time would pass and new events would open. In reality, what this meant was that we had to make new content for each in-game hour. This is an awesome idea, but even for all the content we made, it was not feasible for our limited crew. Work was abound with stories like this - we dreamed and attempted all sorts of crazy systems, thinking that we had the experience and ability of Square's A-team.

    I stopped working on the game when my mom became ill and passed away abruptly. It's hard to talk about, so I won't. I wanted to go back, but the longer I stayed away, the more difficult it became, first because it was apparent that this project was just too ambitious and that what we needed was scope control, and second, it was the hardest thing in the world to admit failure. Failure, not just to the people I was beholden to, the people who had misplaced their faith in my ability to make this massive, sprawling game, but to the people I worked with. I love, deeply, everyone who worked on Barkley. I love GZ, Laz, bort, bhroom, bisse, Konix, Frankie, Neon, everyone who ever tried to help this madcap dream a reality. And I didn't know how to say I was sorry, or that I'd failed. My regret is that I could't do that. I am sorry, everyone.

    That said, I'm extremely proud of the work we did on the game, all of us. I think that everyone who worked on this project are among the best out there. The jokes, the world, the coding, the design, the art - it's awesome. I think the writing and music I did is some of my best work. There is nobody on the team who deserves more praise than GZ, who was the only voice of reason during all of this. It's to him that I'm most sorry.

    As far as money goes, although I was never the money dude, it was all used to my knowledge pretty responsibly to hire contractors. At the beginning of the project, I think we all took $1000 for food and expenses and stuff, and then another $1000 for the same a while later. The company also took a $10,000 loan from my dad which I paid back with an absurd 20% interest. So at least for me, this endeavor netted me a whopping -$10,000. I'd say the only wasteful thing we did with money was take the game to PAX, which really was an amazing experience and at least people got to play the game there. It was met with an awesome reception, especially our booth, which involved bhroom dressing as a wizard and acting out our character creation - which I contend is still the best ever.

    I think we were just too young and too ambitious and I want to say we tried to fly too close to the sun, but I don't think we ever took off. What we have is great, but I failed. And I'm sorry. I don't know what I can do to at least partially make things right, but I welcome suggestions.
     
    Frankie responds
  • OP
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    Strikerrr

    Strikerrr

    Member
    Oct 25, 2017
    2,120
    The lead artist has chimed in with some more details
    The damage elements were Normal, B.I.O. , Cosmic, Cyber, Zauber and Mental. They all had some associated effects and status ailments, and also had their associated gun materials.
    There were 8 at the start of the game instead, but at that point the elements were something different, the 8 were more like bullet types than just damage types, like one of them seeked enemies, one was explosive etc, thats why there were more afaik.

    As we worked on the game more, the idea evolved to have guns be more modular, and have the bullet behaviors come from the gun's various pieces and affixes, like "Orbiting Assault rifle" would shoot bullets that spin around you like a shield.
    This grew to be extremely complex to build, but in the end actually worked fairly well, and im very happy with what the guns are like now. But as others stated, cool guns arnt really enough if the combat and enemies are too simple to warrant them, if most combat is just kiting enemies around until they're dead.

    And like many have stated, we all contributed to making the game overly complex and convoluted. "That's the joke" etc.
    Im the one who pushed for having gun materials, which two years later led to me drawing 2001 loving gun sprites. An entirely self-inflicted wound. The idea of gun materials was that it would be one of the main ways we "gate" higher level gun drops, by controlling which enemies drop what materials of weapons. It also added a lot of diversity to the weaponry you find, and made gun fusion really fun, because you could end up with really absurd-looking weapons after just a little bit of experimentation. Like a revolver made out of brains, an origami sniper rifle or leather machinegun turning into a studded leather machinegun. The gun materials affected the weapons' stats and stat growth, but also sometimes applied special effects to the shots that could then mix with the affixes and made really cool results. Like, the "SALT" material made a bunch of guns with salt shakers at the end, and they all fired shotgun-like spread shots of salt, so that material essentially turned any weapon into a bit of a shotgun. Another material (Itano) made any of its shots into enemy-seeking rockets that left behind smoke trails, so it basically turned any weapon into a heat-seeking mini rocket launcher.

    Another super absurd idea I pushed for was to have the gun's type (pistol, revolver, rocket launcher, double-barelled shotgun etc) come from this absurd system that involved a procedurally-generated colored map on which there are continents and islands representing each gun type, different for every game but built with a rough internal logic (similar weapons' lands are close to one another) , and every weapon in the game "lives" somewhere in that map, and fusing two weapons made those two "meet in the middle" based on their relative power to decide what new weapon type they are. In my defense though, I then immediately built that absurd idea and as far as I know, that is still the same code working in the game now, but its definitely one of these absurd ideas that could have degenerated and added to these problems.

    People here talk about bhroom like he's the "PR guy" but he's done a lot of work on making sense of all of these ideas and figuring out much of the math for balancing them, there's these big complex spreadsheets he made to organize and list all of these things and how they combine etc, like growth charts to see how many times you can fuse weapons together before they become too strong that, after tweaking, could export out a file we could import in the game to change the game's balance.
    The main problem has been that these ideas are not worth much if the combat isn't fun, and we never focused enough on just making the most basic combat gameplay work better.
    To be clear, the gun's being modular and gun fusion was an idea in the game at the start, thats not from me. That was in the original big design, a core idea of the game I think.
    The things I "pushed for" that I mentioned above were just specifically the "materials", and the specific way to decide on "gun types" in fusions.
    I dont want to make it seem like im taking credit for the general idea of having cool weapon effects combine together.

    Bhroom pushed for an equally absurd idea for deciding the gun material result (edit: that chef mentioned above, I just noticed!), that is also currently in the game and working fine as far as I know: that all of the gun materials are actually elements that fit onto a periodic table of elements, with atomic numbers etc (each material having an actual real world element counterpart, and a few materials ARE a real world element like Gold, Iron etc, and those have their proper place on that table) and the fusions result actually use logic inspired of chemistry, based on atom orbitals and whatever, and that this was supposed to be one of the biggest loving secrets of the game, never to be revealed to players whatsoever, something people were supposed to realize only much later after having made charts of how materials seem to relate to one another, with the few real-world element materials being huge hints about it.

    Another absurd idea, but this one I dont remember who came up with it (might be chef, bort or bhroom, or might have come from a brainstorm of several people) was to have the affixes work from genes, with recessive and dominant genes and whatnot. Again, this is all, as far as I know, in the game and working correctly right now. Like, some of these absurd ideas we actually put together and they worked.
    Here is a screenshot of the periodic table of gun materials that Bhroom made.
    FYBJRCU.gif


    We came up with most of these materials together, but he figured out how to arrange them, and this all worked, as absurd as it was.
    There was another chart where you could select two materials and it showed you the result.
    The idea was to have the resulting materials of a fusion seem random to the player at first, but every material combination always having the same result meant people could "map" how the combinations work, and eventually maybe actually realize the full horror of what we made, this table above here.

    Some of these gun materials I later worked on to make their shots have more personality, and that was a lot of fun. The Klispin (I think we renamed it Marble?) gun fired spooky ghosts that hunted down enemies and moved through them (basically the wraithverge weapon from Hexen), the pinata gun fired candy, the yggdrasil gun left behind a trail of nature, grass and flowers growing, the crystal gun shots exploded in random shrapnel, while the diamond gun exploded in shrapnel flying in specific angular directions, the fungus gun fired floating spores that spawned mushrooms when it hit the ground, the imaginary guns were all Hoopz just holding nothing in his hands, firing invisible hitscan bullets and making gun sounds with his mouth, and was supposed to be more powerful the more innocent Hoopz was (basically the less time passed I think the stronger it would get? Im not sure we ever implemented that idea though!).
    Here are the pistols for every material!
    QlN6WxA.gif

    There were also flintlocks, machine pistols, revolvers, magnums, flare guns, rifles, muskets, hunting rifles, tranq rifles, sniper rifles, assault rifles, submachine guns, heavy machinegun, gatling gun, minigun, mitrailleuse, shotgun, double-barreled shotguns, revolver shotguns, elephant guns, crossbows, flamethrowers, rocket launchers and BFGs

    For the sprite of the gun in your characters' hands, I had put together a basic system so that the guns roughly look like some simplified version of those pictures. I made a white, shaded basic sprite for 16 facing directions for every gun type (pistol, shotgun etc) that we could apply a blending color to, and added an extra layer on top that highlights specific parts of the gun (like the cannon or the stock) that could have a secondary color. So for instance, the Francium guns (glowing green with yellow/black warning labels, fourth from the bottom in column 4 up there) had a green main color and a secondary yellow color. Not enough to actually look like the weapons shown above, but enough that you can differentiate them at a glance a little in your own hands at least, which was the important part so you could quickly mousewheel through your arsenal and know what you are using before firing or looking down at your HUD.
    The guns being overly complex actually caused problems further than just making their own system function properly. I think this is an element that we definitely underestimated, and was harsh lesson;
    The complexity of many of the guns' most special effects also had a splash zone onto other, less directly connected systems in less obvious ways. Its easy to underestimate the difficulty of interacting systems when you can visualize how each of the systems individually will work. I've really grown to appreciate this as I've been working on my own RPG in the past few years.

    For example, some of the gun affixes applied confusion-like effects onto enemies which messed with their movement patterns or AI in various ways, which in turn forced us to make enemies in certain ways that they can be affected by these effects. I think this currently all works in the game, but this forced a certain "structure" onto our enemy designs that stifled creativity for making new enemies, forcing them into a bit of a "formula" if that makes sense. A lot of enemies feel kind of similar, they tend to just walk around, move in a kind of circle around the player and shoot.

    There were many elements that contributed to stifling creativity on enemies, actually. Thinking about it with hindsight in the last few days, this might have been one of the major issues of the project, like a common thread of many of the problems that affected combat. Adding a new enemy into the game felt like a mountain of work and could not be done lightly. Not just because their scripting could be complicated and plugged into many other systems, but also because of many issues with balancing, and enemies needing a lot of animated art assets facing multiple directions etc.

    As others stated, enemy and combat design always ended up feeling secondary to the systems built around combat in general. Kind of like how many RPGs have these super complicated systems to figure out like a puzzle, but then have cookie-cutter dungeons and encounters that just act as a "stress test" for the players party and the players' general understanding and exploitation of that complicated RPG system? That, it's that problem, but in an action game, which is probably a bad mix. I suppose this is just re-formulating what Bisse said earlier.
    There's some more posts from him in that thread that I didn't post here