UFO.
Sorry if I sounded off hand, I'd just spend like 3 hours failing to implement something, frags are of course a great idea. I'm not entirely sure how I'd go about making limbs come off, whether I would need separate character meshes missing limbs, or whether I could use darkphysics somehow to make destructable characters. I'll look into it, but I think it could be too intense for this!
UPDATE TIME.
My biggest hurdle so far has been the framerate. Having got most of the NPC code down, I was at about 30 FPS and I needed at least 50 characters in the level for it to feel right.
I've completely re-written the stuff that handle NPCs, so that it's totally focussed towards dealing only with characters near the player. It still moves other characters around, but there are no physics/distance/animation/raycast things going on with them, they're not even updated by the AI. Sure it means it isn't a "living breating city" but, I don't think DB could handle that..
So with the Frame rate sorted I've started to code the trading system. At the moment its text based, but eventually I want it to display a drag&drop hud. That's a while off though.
At the moment, when you meet a character you can trade with, and enter "trade mode", it generates a name for the character (from a massive text file of available names). The character has a pre-defined "want" ,either drugs, or if their health/ammo are low, then those. It also displays the items the NPC is carrying. You can then buy or sell your items, or if you've got enough cash you can hire them into your crew.. Trading with characters increases thier friendliness variable, meaning that trading with the same NPC numerous times will make prices cheaper.
It's a pretty cool system, and it offsets the gameplay towards trading and dealing as opposed to simply shooting everybody and stealing their stuff : especially as now NPCs will use the items they are carrying (bandages/hypos/adrenaline), if they need them. Get into a lengthy gunfight and you usually find that NPCs have used their bandages and bllodhypos, leaving you with nothing to steal.
With this sorted, I'm moving on to creating the dealers and pickup points, from where you will score drugs, and I'm gonna get a few more weapon types in, bringing the total to 7 weapons:
Colt45
Magnum (6shot speedload)
Uzi
Mp5
AK74
Skorpion machine pistol
12Gauge
I'm looking into doing dual wield, but it may require me to re-write the muzzleflash code (to account for 2 flashes as opposed to 1, which will be a chore).
Here's a little video of the trading system. Yes, I know the animations are still a little jerky (i have a few values out by 1 frame I think)
Edit! Forgot to say, theres a new gang in place (see video), they're the hoodies. yay.