Hello, welcome to this month’s devlog. As per usual, we’re going over what we’ve been working on during the previous month. So let’s get right in!
During the previous month Encodic & Ellie have been hard at work in their programming basement. Their current focus is on “boilerplate code”, essentially the foundations systems that we can use to build the rest of the game on. There’s still much more to do but we are making great progress! Now unless you’d like to read a few hundred lines of code and listen to Encodic enthusiastically explain what they mean there really isn’t anything interesting to show in that aspect (and if you do, tune in to our streams ;) Essentially we are working on the FPS Core systems, for example: Warbound Item Management (Item = Weapon / Equipment) and Handling.
During the development of this system we decided to simplify the effectors of the bullets trajectory to only be gravity. Since it gets very complex if we start trying to account for things like drag without having a significant effect on gameplay.
Below is a video of the new ballistic system in its early stages in action with working zeroing. Look out for the red arc line, that is the bullet in transit. This is when Encodic was stress testing the zeroing formula to extreme distances like 1500m+.
Big shout-out to dit55 for his tremendous help with the zeroing system. He’s a math genius and sure knows his formulas.
Cptnight00 has been busy creating new 3D assets. Alongside the MK2 Grenade and the M24 Stick Hand Grenade he’s also been working away on a Panzer III and M1919 which both can be tracked for progress in #work-in-progress.
The Mk 2 grenade, also nicknamed the Pineapple is a fragmentation-type anti-personnel hand grenade introduced by the U.S. armed forces in 1918. It was the standard issue anti-personnel grenade used during World War II.
The M24 Stick Hand Grenade “Stielhandgranate” was a prominent series of World War I and World War II–era German stick grenade designs, distinguished by their long wooden handles, pull cord arming and cylindrical warheads.
Aside from working with Ellie on the fundation code for the game and making improvements to the ballistic system with great help from dit55 (seriously, we can’t thank him enough) Encodic has also been working on UI concepts for the FPS game.
Keep in mind what we’re showing here is work in progress and not representative of the final game, a lot of the UI elements can change during development as we continue to work on it and refine the game.
But here’s what he’s developed so far.