Devlog #2 for Combat Beans! - Guns


Welcome to devlog #2!

We need guns, lots of guns.


Well, we have a handful for now. Here they are. But first heres a bit of a description of the gunplay in the game.

As you can tell from the gameplay trailer, there are no hitscan weapons in the game. every single bullet is a real projectile in 3D space. Each weapon type has its own variables, such as speed of the bullets, damage, knockback force, cool down between shots, ammo cost and so on. Weapons are balanced by their “ammo cost per shot”, as all weapon types in the game use the same type of ammo. This means you can have 100 ammo and fire off 100 shots with the shotgun, or 20 shots with the bazooka. Each gun works best in different situations, like some work great at long range whereas others are perfect for tight encounters with multiple enemies.

The assault rifle


My personal favourite. It has a moderate rate of fire, decent damage and range and standard ammo consumption. It’s the mainstay of any Bean militia. It is most commonly found in the Grasslands map but still pops up in other places too.

Shotgun


My personal favourite. I call it the potty-shotty, because people crap themselves when they see me running at them with one of these. Great for short range combat, you can blast some poor unfortunate fool into the ocean if you angle your shot right. Fires a spread of pellets that each do low damage, but at close range it can be lethal. Slow rate of fire but at close range it has the best ratio of ammo-per-bean kill power in the game.

Minigun


This blaps out a ton of lead at a high rate of fire over a moderate range. Can burn through a ton of ammo quickly, and each bullet is relatively low damage. The sheer rate of fire however means you can suppress most enemy beans in front of you, and multiple hits in a row can knockback players pretty far. Very inaccurate however (a standard bean struggles to lift a gun the same size as them)

Autocannon


A high-powered portable cannon that fires shells over a long range. Difficult to use due to the shells needing time to hit the target, so practice is required. It deals high damage though, and can bust up some beans in a few shots. Has a moderate rate of fire and reasonable accuracy, but will gobble up ammo much faster than the rifle, if you aren’t careful.

Dual Uzis


Great over short range, the uzis unleash a ton of lead in a general area extremely fast. Low damage but high rate of fire makes it good for people who have collected enough ammo to spray and pray (to the Bean Gods upstairs, or downstairs, they haven’t figured it out yet). Many shots that hit the target can end up knocking beans into traps or the ocean.

Glob gun


A strange weapon indeed. Something between a shotgun and a pistol. It fires a spread of toxic bullets at a short range but at a much faster rate than the shotgun. Like an auto-shotty. Lower damage but good knockback ability and moderate consumption of ammo makes this an interesting choice for close range combat.

Bazooka


A classic. A tube that fires a rocket over a very long distance. High ammo cost per shot but the explosion damages anyone near it (even yourself) and has a high knockback. If you have enough health you can use it to get around the map.

Grenades


A throwable explosive. Explosion causes a large aoe and high damage, though harder to use when under pressure. Holding left click will cook the grenade, showing you the throwing arc. Or just spam it with left click as I do. Screw it.

Let me know what you think. Ideas for new guns? Join the discord and share you ideas with everyone!
https://discord.gg/6vcRDyfVzr

Help support the development by wish listing the game and following me on here

https://store.steampowered.com/app/1717080/Combat_Beans_Total_Mayhem/

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