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Killing floor end of the line
Killing floor end of the line





killing floor end of the line

The gun's accurate if you can manage to keep your sights on an enemy, you will hit it.

killing floor end of the line

"We wanted to actually have the gun physically move instead of having some magic number that you tweak that makes the bullets go in random directions.

killing floor end of the line

Less accurate guns will have a wider spread on their bullets, so planting your crosshair dead center on a target doesn't guarantee a hit. Most games, he explains, represent accuracy with a bullet spread. Gibson gets even more excited about KF2's new gun technology when he talks about weapon accuracy and recoil. It's a small touch, but it adds to the feel of it really happening." So you'd have one page to represent the barrel wiggling, the shell ejecting, the bolt moving back. To put that in perspective, if you've ever done one of those little flipbook animation things, a frame is essentially one page. "At this rate of fire, you'd have one frame of animation to shoot.

killing floor end of the line

Killing Floor also let Tripwire get weird, with completely fictional weapons like the Zed Eradication Device. With Killing Floor, Tripwire's wave-based co-op shooter released in 2009, fans started calling Tripwire's digital firearms “gun porn.” Killing Floor players praised how fun the guns were to fire and how detailed and different each firearm was. They were like 'crap, we have to do better than these guys.'"įor Red Orchestra and Red Orchestra 2, Tripwire earned a reputation for authenticity. And the DICE guys actually said that motivated them to want to do better, and that's why Battlefield Bad Company had such amazing sounds. We had pretty good sounds in the first Red Orchestra game. "We heard the same thing about our sounds. " we heard 'how come these guys' reload animations are better than yours?'" says Tripwire's president, John Gibson, thinking back to the competitive World War 2 market in 2006. In 2006, as a mod-team-turned-development studio working on World War 2 shooter Red Orchestra, they managed to create reload animations smoother and more detailed than the large teams developing Battlefield and Call of Duty. Tripwire Entertainment knows a thing or two about guns-both the real deal, and the ones they create in video games like the upcoming Killing Floor 2.







Killing floor end of the line