...and the weapons I'm making rock.
The title says it all. Here is a list of a bunch of weapons I've made both today and yesterday.
Flak Missile: It's a missile with a big explosion that submunitions into several bits of flak, which have their own explosions. What you get is a very sweet cluster of explosions.
Shotgun Rockets: Like in Heli Attack 2 and 3, if you've ever played those. Shoots a projectile which instantly submunitions into three rockets, which spread out a little.
Rocket Bomb: Drops a single stellar grenade, which, after a small wait, submunitions into three raven rockets which shoot out in a similar pattern to that of the shotgun rockets. The "submunitions fire towards nearest target" flag is set. However, it shoots at any ship that is close by, not just hostile ships. Kind of annoying if you're in a high-populated system.
Side-Firing Missiles: Shoots an unguided projectile (IR missile graphic) with -90 innacuracy, so it shoots out of the side of the ship but still faces forward. Then it submunitions into a guided missile with normal (non-negative) accuaracy. Gives the effect that the missile "rolls" out of the side of the ship before the thrusters kick in. It would look graphically smoother if the first weapon had graphics of a missile without any thruster glow.
Particle Cannon: This is just a normal beam weapon, except it has a really short life span, giving the impression that it is just fired once instead of in a continuous stream. If you don't know what I mean, think of the shock rifle from Unreal Tournament. It's a beam, but not a continuous one. I had to set the innacuracy to 0. If it was any higher, the beam would jerk around, ruining the effect I wanted to create.
So what do you think?