Currently writting while in the middle of a storm with everything unplugged. Last few days we’ve been having pretty bad storms lately. My brother lost power yesterday and still yet to have power. My sister lost power just today as well as my niece and her bf. Luckily I havent lost anything yet but who knows what will happen.
But it’s getting annoying though not being able to game dev, but it is what it is. Least we only get these storms for a week or so and then that pretty much it for the rest of the year.
While I’m waiting for the storm to pass I may as well talk about what’s happening next for my project. Currently I’m going to be focused on revamping my movement system which includes using an asset I found called IWALS which to sum it up is it uses better looking and functioning locomotion and it features a really well done climbing system like Assassins Creed. This might be a bit controversial in an FPS so I’m going to have to test how well it plays out. I like the idea of it and I think it can be balanced since IMO I dont think it would be messing with gameplay balance too much. Yeah you can climb but with the asset I’m using it’s not like BFV where you can climb over a whole wall but you grab ledges and places where you are able to put your hand on. This asset didn’t have free jumping and grabbing to surfaces while in air but I’ve implemented that.
I’m still currently trying to migrate the asset into my project and I think it’s gonna take a little bit due to converting animations since I use metahumans and the asset is very complex. So I rekon it would be a nice thing to have as a general mechanic. It is bit of a gimmicy thing you may think for an FPS but I am kind of going for a more sandbox type thing. The true feel of competitive FPS I will still strive for though, please don’t think otherwise.
After I’ve gone through this asset I do continue to work on the character mechanic further such as making everything more polished and potentially adding a slide mechanic. A slide mechanic I would want is something like Apex or I think Far Cry has it too where if you slide down hill you go faster. The reason for this is just making it more diverse than the typical sliding plus it is pretty fun sliding down hills and it’s technically a skill gap mechanic. Balance does need to be addressed so I’ll deal with that eventually.
I was thinking of doing up my main menu system this month but I found that less of a priority at the moment, plus I’m using another asset (yea many assets) which has a game mode creator and you can save them etc which I currently have already migrated but havent really done much with it, mainly using it to switch maps etc and getting a feel for it. But the reason I’m putting this off is the guys behind it will be adding onto it again soon and I have migrated the newest update yet but may as well wait for the next one coming while I’m revamping my movement. So win win I guess.
Again I will put a disclaimer here again because I know there are going to be some arrogant people saying this shit. This game isnt going to be an asset flip. It’s going to use assets from the marketplace yes but I will be changing how these assets are being used drastically to my needs. Maps are/will-be hand made with kitbashing assets. Most of my code of character/weapon mechanics and everything else are custom coded myself so it’s easier and better to work with. I’m using the current day tools and making them better much how I plan to make this game better than most if not all FPS games today.
So don’t @ me with these bullshit claims that I don’t put effort in. I use UE 8-12 hours a day in the last year and a half.
Anyway I’m done writting for now. Imma check the BOM weather real quick. Yeah there’s still a bit to go.. faaaaark.