Hello everyone, the rework of the foundational code is complete and we’re ready to move forward! Over the following months we’re planning to focus on making the game playable in it’s most basic version and make it all work in multiplayer!
Aside from that we have a new team member,
Hey everyone!
I’m Robin, the new Gameplay Developer here, and I’m super excited to be part of this amazing community. I’m a first-year Computer Science student with a huge passion for gaming and programming.
When I’m not coding or working on gameplay mechanics, you’ll probably find me gaming, hitting the gym, or experimenting with new programming projects. That’s basically it :p Feel free to reach out, I’d love to chat!
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Hey all!
It’s been a while! As mentioned in the last devlog, we’ve been reworking several core systems. Most of this work has been focused on refining the foundational code, and I’m happy to report that the major reworks are now complete. With that out of the way, we can shift our focus back to adding new features rather than revisiting existing ones.
Now that everything is in more stable state, I can finally showcase some of the things I was working on but couldn’t properly demonstrate before due to reworks. In the attached video, you’ll see the reworked recoil system in action, along with the initial implementation of hit registration and damage calculations based on distance and which body part is hit.
Our hit registration system allows us to assign custom damage multipliers for each body part. This means that weapon damage isn’t just a fixed number, it’s affected by where the shot lands. On top of that, weapons also feature damage falloff, so shots lose effectiveness over distance. The entire system is manually configured, giving us full control over how damage behaves.
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That’s it for today, if you think you can contribute and would like to join the team feel free to submit an application in the