Onager in action. Unlike other guns, it throws projectiles by parabolic trajectory and the projectile hits directly at the point it was sent to, damaging all enemies in a certain area. In addition, survivors are also stunned and unable to do anything for a while. Being a large gun also means high damage, significant energy consumption and low fire rate.
The game currently offers two control schemes for the large guns - a gun and a skill. In first scheme, the onager works like any other gun - it constantly consumes energy and shoots while fire button is pressed. With the second option it activates on pressing skill button, the energy for the shot is consumed immediately, and the rest is going similar to Ugylk's grenade throwing.
And as always, creating seemingly a single entity, in addition to the model and icon, also demanded some new sounds, a new AOE variant with specific effects, and a bunch of code to implement the desired behavior.
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Waiting for news? Well, I've been busy this month and have done quite a lot - finished with migration to database, rebuilded skills editor with my OOP layer over Unity editor GUI, made some progress with skills screen of the game and the skill tree itself. That's the thing I actually want to show today - a couple of skills from Ugylk's skill branch and a new effect they cause. Poison arrows is a buff-type active skill, making every projectile inflict poison on enemies. And Poison flask is a grenade-type skill, which causes a poison cloud to appear and affect enemies passing through it. The new effect, as you see, is poisoning, inflicting toxic damage over time. It can be helpful on early stages of the game, but there are enemies immune to it. You can poison an orc, but something like zombie or skeleton will be more puzzled than damaged by such skills.
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