Receiver – Bug Fixes and Improvements

When Receiver came out I was absolutely obsessed with it, I was basically in love; as young gun nut I had an idea for a similar game, however the team at Wolfire Games actually made it.

2 minutes read

Platform

PC

Engine

Unity

Technologies Used

C# Unity

When Receiver came out I was absolutely obsessed with it, I was basically in love; as young gun nut I had an idea for a similar game, however the team at Wolfire Games actually made it. It felt bittersweet because I could finally play something like it, but at the same time I was a bit upset at having forgotten about this idea until I saw it had been made.

Anyway, I naturally jumped straight into the code to see how it worked, and immediately started thinking of a few fixes that could be made to address a few issues I noticed during gameplay. Here are some videos and explainations detailing exactly what changed.

It was initially possible to open the cylinder of the revolver when the gun’s hammer was cocked. This was inaccurate, so I changed the behaviour to prevent it. You can hear clicking when attempting to open the cylinder in that state, as feedback for it not being possible. Technically this is not the correct sound for it, but there’s not exactly a sound for a cylinder stuck closed.
When turrets were far away, you could still shoot at them and kill them, but they would not give any feedback to having died. They would simply hang their little head once you walked closer, “waking” and detecting they were dead. I change this behaviour to wake them for their death event, you can see the “head hang” after shooting at it a few times.
Same type of fix for flying shock drone behaviour, they would initially just die and stay floating, until you walked in range, then they’d drop to the floor. That was ok, except in some instances it was possible for them to drop on your head, I don’t think I ever died this way (if even possible) but it definitely would have been annoying. Either way, what was surely annoying, was shooting them for a lot more bullets than needed, so I fixed it.