Behind the scenes, I'm currently doing a small visual overhaul on the menu UI
Implementing a basic daily challenges tab that I may expand more on later on (something like weekly/monthly contracts with bigger reward streams)
Working on a daily rotating shop idea where you can prebuy weapon loadouts and skins at a discount
Eventually, these loadouts can be grabbed from real builds submitted by our community
It will also properly handle cases where you partially own the loadouts
An early mockup for the weapon progression tree concept we had in our minds for a long time
Finally starting to see how it will take shape for our upcoming WWII-themed FPS - CoR Fidelis
And this is just with one gun, imagine how much more content we'll be exploring
These rubber boot things are evil
If you take them off, they are a massive pain to put back on since you have to pry out the plastic inserts with a flathead screwdriver
Ended up doing this to wire a rear dashcam on a hatchback car in a neat way
@LeBoogle The view model contains the entire character at all times
The editor lets you hop into first person mode by just setting the camera position to the animated part
@litozinnamon Does the view model contain the entire character at all times, or is this just a super seamless transition between world model and view model
Reviving this project again from last year
Hopefully we get it into PF for real this time
You can now preview a new weapon with attachments and buy it all at once with a breakdown of the prices
Coming up with a good vaulting algorithm over arbitrary geometry is difficult
I think we have something here that's more consistent than PF after @DonaldFReynolds tried at least three different approaches in the new collider
Messing around with a custom collider rewrite done by @DonaldFReynolds. Going fast but not clipping into things or getting flung like how humanoids would.
Remaking the PF menu from ground up, an ongoing project to test out different programming ideas
Now I'm convinced the menu is half of the game itself with how complicated the features can get
Next, had to re-write our spring code to be able to step forward any arbitrary amount of time
Now we have instant spray pattern projection on the right side, which should be useful for weapon stat displays in the future
This may be hard to see due to video quality being nuked
Basically got out of bed, thought about spray patterns and how nice it would be to project them in a menu UI when customizing weapon stats.
First step was re-creating a simplified live version of the recoil system in a baseplate.
Some more attempts at quality of life and visual organization (i.e. highlighting critical parts)
Warns you if the piece you select will reset/override any slots due to incompatibility
Pretty cool to see a piece of history laid out for this one weapon family
Some lines for better visuals to where parts are
Added historical Thompson variants/prototype presets to select and directly start modifying from
Hoping to get this working in-game someday
Finally got a proof-of-concept modular weapon construction system from scratch, while factoring part compatibility challenges.
Menu navigation and UI experience is probably awful, but this was hacked together in like two hours and I just wanted some basic working buttons.
Working random weapon generator
Tricky to do because of enforcing vital pieces (Lower/Upper Receiver, ...) while still having the randomness of leaving out non-vital pieces (Stock, Sights, ...)
Needed to handle edge cases where a vital piece may be attached to a non-vital piece