Hey! Thank you all for your great feedback! I really appreciate your motivation to share your thoughts to my (still private) projects! I am about to release a different game soon and I am inviting you to join my Discord Server to stay up to date with my first release in a few weeks/months! Invitation: discord.gg/ZuJaUum2Dn
@Combatography there was no detailed customizing of the texture maps since thats something i would have done later after all logic is working. and these weapon models and textures are from an asset pack, just rigged into a FPS Rig with maya.
@Combatography Somehow I misread, sorry. As I already mentioned a few times, that's a private project for my portfolio and was never made to release. I'm still studying at university. The cant in idle is definitely something that I even would change but at the time I was animating it felt right and since the game was never meant to be an exact simulation of real life and I never was a military expert I did not think about that detail too much. I'm sorry that this somehow offended you. I appreciate any feedback with professional suggestions for improvement instead of someone tells me what looks odd.
Holy shit man that looks amazing!! I still can't belive how you managed to do this alone. If you ever finish this project, then I will surely buy it. 🔥🔥🔥
This is veeeery impressive, very much AAA-quality here, love it. Two minor details I have to mention though: - the handgun gripping animation is terrible, people who know how to shoot guns are going to cringe when they see it 😅 - helicopter rotor blades are actually quite fragile, they would snap if they hit a tree like that, so you definitely want to land them in a more open area Other than that it's very promising, can't wait to see the next updates!
I am not a gun person at all nor do I care about them IRL but I did have exposure to them as a cadet (canada). My left thumb physically hurts at the thought of the slide rocking back from recoil and potato peeling it :l
This is absolutely amazing!! I couldn't imagine being able to do this in Unreal Engine myself, just learning map design. This is wonderful. I'm definitely going to keep an eye on your portfolio, brother.
how do yall not understand that his game is far from finished, never will be finished? its a community developed game that is FREE, give it some time, sheesh..
Thank you in the first place but well.. I'm sure the quality of bluedrake's game is very good. He and his mates put a lot of effort into that and I really appreciate that since they also watch their feedback and fix those problems. I really can't say that I focus more on quality than bluedrake and I also wouln't compare myself to him and his mates ^^
@@peasantt- it is like I'm saying this Prototype is finished? My point is that Quality > Quantity, you make some very robust and high quality framework and then people can build on top, what I see with OHD... everything is mediocre at best, so EVERYTHING will have to be made by modders later from scratch. I love the idea of OHD (even contributed to their Patreon) and I wish them the very best in the future.
Wow brother, what you did here is just mindblowing. Even the big studios cant make such great games like this. The realism is at its highest form in your project. I hope you will actually release this game, i would definitely buy it. It looks better than Insurgency Sandstorm.
It's impressive for one person, but AAA studios can 100% make this lol. It's not even a game, it's a proof of concept build if anything, and the concept is lacking. Call me a hater or whatever, but this is no more than the thousands of FPS kickstarters out there. I don't know what you're seeing that a big studio can't make. Everyone in the comment section is insane. It's okay to support small devs, but to say things like this over this tiny amount of video is just asinine. It COULD become what you seem to think it is now, but it's so far away. Any FPS out right now is leagues above this. NO SHOTS AT THE DEV HERE, he knows this as well. As much as I'm sure your support is appreciated, it's overkill.
@@enragedsausage6421 it's true, i'm aware of that. Every studio can make sth like this. It was also just meant as a showcase of my still private work. I'm actually up to develop games for a living and am very happy to see such interest. And to be honest, the video was uploaded as unlisted first because I actually just wanted to showcase this to friends or future employers. But thx anyway :)
@@thomas-media Exactly, it's to showcase what can be done. Don't get me wrong, like I said it's impressive for one person. I certainly can't do anything close to it. Keep going and it'll end up amazing. :)
Really impressive! A small adjustment I would make would be to the thumb position on the Glock 17. The left thumb being across the top of the right can cause it to get injured by the moving slide. It's a common injury when holding the firearm in the way it's animated here, which is why holding it in that manner is usually discouraged. For a right-handed shooter, the left thumb should be below the right thumb, alongside it, with both thumbs pointed towards the target.
Have you considered unlocking the crosshair from the center? Never knew the specific term but that iconic Red Orchestra/Insurgency aiming I think is perfect for tacticool games, adds a layer to aiming that doesn't let people who played a game too much plink you from 700 meters away in 2 shots lol
Bro this is a great gameplay project, don't quit! I hope everything works out for you, and there are those who will help you finance! Good luck, I will follow you!
it's just great! this is amazing! working with grass, tree, vegetation and surroundings, lighting and models are made at the highest level! especially the Ural-63095 Typhoon model, which is present on the footage) everything is done with a soul. The weapon looks decent. well done, thank you for such a job! I wish you the final successful implementation of such an ambitious and promising project!
Very impressive!! I'm mindblown by what todays tech is capable off. Looking at your work, i'm wondering what gaming will look/feel like in 10 years from now.
Right? To think, we've barely scratched the surface of technology. 10 years from now, current games are going to look terrible and our eyes will have literal orgasms at the future of gaming.
Great work! A slight critique is that you might want to consider how the characters handle the pistols… the thumb of the support hand wrapping around the back of the dominant hand is not proper technique and potentially dangerous if you’re not clear of the slide’s action, when a round goes off you could eff your thumb up. Good luck! Can’t wait to play this game!
Dude this is sick. I craved the realism of tarkov gun fights and the pvp. If it got made into a game that’s for pvp with many players that would be so sick
Looks cool. The one thing that stood out to me in an odd way was the hand placement/grip on the pistol. People who shoot don’t hold it that way. Thumb over thumb in line if that makes sense. Keep up the good work. Looking forward to what’s to come.
Dude this looks AMAZING. Subscribing. Just, please please, fix that pistol grip on the glock. It's painful to watch. Especially in such a nice looking project!
The thing that stands out for me more than anything is the magazine inventory, a lot more realistic as in real life you don't use half a magazine, change it, then the rest of you magazines just magically become full. If you replace half a mag with a full, eventually you'll have to use the half used ones. Love it !!!
It would be great if you could have Tu Lam from Ronin Tactics model the weapon handling and gun mechanics for this game. It would add so much appeal to the perceived realism.
making the optics have an actual housing rather than just an image of a crosshair would be the #1 thing that would make this more immersive IMO. looks great
Looking good, one of th emost part in this games is the netcoding, i been playing FPS for more than 15 years and i can tell just tiny portion of games delivery a good experience with low inputlag, desync, and good framerate. I would like to see huge maps with planes traveling thru continents since UE5 are able to handle us this large scale maps, boats, and all type vehicles. Wish you good look, your project is really impressive and i would totally buy it when release, when you need beta testers let me know.
Thomas, if I could make a suggestion, you should model the hands to use what is known as a "thumbs forward grip", no developers seem to do that and always opt for a less realistic crush grip or Teacup grip. In the shooting world, a thumb over the back of the pistol is a no no, the pistol slide can cause lacerations to your thumb that way and also cause a malfunction, so absolutely no properly trained shooter would hold a pistol like that.
Looks great ! How much of a pain point or fps drop off would it be to add a collision object just where the face/head should be that can collide with foliage etc so that when you crawl through it doesn't clip through the camera ? Rather than all foliage being dynamic could you base the objects/foliage 'becoming dynamic' on a closest location point position of the collider itself? Or would that kill the fps. I'm not in the game engine world just the vfx world.
Thx for the suggestion! It definitely would be possible to tweak the material position offset when coming closer to foliage. This would be an idea to handle the clipping. :) 'Physics Collision' rather not since physics in games need much time to calculate
This is awesome. Would love to see what the world looks like with wind currents and foliage movements as it doesn't seem quite "alive" yet. But dang the lighting looks great!
Hey man, someone already mentioned this, but I just wanna point it out again along with another thing. I get what you are trying to achieve with the hipfire and you want the character to hold them at a low-ready type of position like many operators do and is also seen in the newer CODs, but the Glock animation doesn't exactly look very natural and looks awkward. For the Glock, your off hand should be at a neutral position and it is your shooting hand that twists in an out of aiming. The left hand becomes almost like a pivot for your shooting hand basically. And, as someone already mentioned, a good way to visualize this is for the left hand to be gripping over your other hand with your left thumb pointed forward with the barrel. You did it right with the M4 so think of the Glock grip like that. Second, that is wayyyy too much weapon sway when looking with the Glock. The velocity is fine but you need to have some sort of a deadzone so that the gun doesn't turn 90 degrees left and right before your camera can turn. Its very noticeable when looking to the right. I hope you can make good use of my criticism. Keep up the good work!
A nice, and rare, quality of life option could be how you hold the weapon, left handed right handed, which shoulder, and a centre (Think Doom.) wield, all aesthetic except the centre wield, which increases the agility of the character in control and manoeuvring of the weapon, but slows reloads and reduces accuracy, saw an old photo of an SAS guy in 1960's/70's MOPP gear do it cause they couldn't get a good sight with the gas mask.
This looks like a great game. One note on the pistol shooting: in real life that would be a terrible grip on a pistol. The left hand should be contacting the frame of the pistol with as much surface area as possible with the left thumb forward and then the right thumb rests on top of the left hand. The way you have it animated the support(left) hand wouldnt be supporting much at all. You want as much contact on the gun as possible with the support hand to really lock the pistol in there so as to much better improve recoil control and so the gun moves as little as possible under recoil. Take a look at any of our high level modern day pistol competitors (USPSA for example) and you'll see they all pretty much have the grip I attempted to describe. Hope this helps. Game looks great but to anyone with any real modern tactical or military pistol training this is going to look very off.
Greetings , excellent study of the actions of the character , the position of the body , arms , leaning to the right to the left , the only thing when the character moves lying down , it is necessary to add the deformation of the ground from the movement of the hands, as well as when the character is observed from the side at the moment of turning the body , it is necessary to move the legs to the correct position !!!!!!!!!!!!!!!! Good luck in your work, keep it up!!!!!!
Very interesting. I do not know anything about making games but I get the feeling that the hands move the gun when in other games the gun moves the hands. Is this false feeling I get? I like realistic games but for some reason this demo did show me the line where realism ( hands move the gun) harms the game. This feels like virtual reality (simulating the weight of the gun/object) but in flat screen/2D.
okay so like this is for any other gun nuts or anyone in general, but is that an effective grip with the glock? like i feel like it would put a bit much strain on the left hand to hold it easily with the thumb wrapped around the back. I havent had the pleasure of having a glock yet so im curious.
Don't know what's better, the gameplay or the music ?! Love that the character models' attire don't look cringe like Call of Duty DLC. Also, loving the tactical, realistic weapon handling animations & actual real recoil you have to control.
Would you give a small detail about how you are handling projectiles? For example, what you doing to compensate for projectile latency unless it client side?
Nice work! I'm dying to see some solid alternatives to plunkbat. PS: I so miss the days when players would be rewarded with a gibs and frags. The most glorious frag was the mid-air flower. Bring them back and they will come. Oh, and the weapon orientation is wonky(tilted). Please adjust that.
This us awesome. Just a slight little shoulder level movement for raised and lowered arm lifts, would flesh out these animations. Great work looking forward to all UE5 has to offer gaming!
Small Question, did you use any learning resources for doing the weapon animations? Or like what did you do to get so good at animating? Looks really good
Just a minor thing: with the Glock 17 (or any handgun with a reciprocating slide), the left thumb cannot be wrapped around the rear of the handgun. Otherwise the slide will “bite” the thumb which is painful and bloody. The left thumb should instead be on the left side of the gun pointing toward the target.
if you allow me a comment as an observation. first: the sniper scope should not remain dark when aiming, only the optics should have the magnification, but at the same time you should be able to continue seeing the panorama around you as the scopes have in scape from tarkov. Second: when turning the character to the right or left there should be animation in the feet and not that the character moves as if it were floating
Gut gemacht! Was mir direkt aufgefallen ist sind die Handschuhe beim Charakter die aber im Gameplay fehlen. ABER! Es ist super mal keine Handschuhe zu sehen, nackte Hände ist heute eine Seltenheit! Weiter so, mein Pc wäre warscheinlich Explodiert bei dem Gameplay :D
This world needs more mmofps games. 20 years ago when everyone played WOW, I was playing WW2online and Neocron, both had over 500 players per server. Nowadays i'm lucky to get a 50vs50 fps game. I don't know what happened to gaming but it got dumbed down a lot.
looks good, the few things i would change that stings me eyes is that gun kicks so hard that is almost flies away when you shot, it should be really small kick if it comes to m4 (u can literally shot m4 using 1 hand) , glock looks fine but slide should reset little faster, hand holding the pistol grip should be much higher, (if it comes to proper grip hold any 'proper pistol hold' on web images will show you where you should place hands on the pistol model) and i guess rest is fine, polish some animations to make them more smooth I guess aaaaaand I would add some small camera shake / movement while reloading etc animations, bullet drop is fantastic
Thank you!! Sadly it will never be playable because I abendoned the project :-/ But I will maybe reuse things in new games I maybe release in the future ^^ You are welcome to joing my Discord Server, link's in the description if you want to be playtester for the next titles ^^
@@nyamewilliam3915 I think the game has no title yet since it is still in development, a prototype. Hopefully the developer/s will announce it soon 🙏🏻.
You should add pressure coming out of the muzzle for more realism and have the player have more realism but anthing this looks like a cool game to play
How long you working with Unreal? recent times i seen so many new Unreal made Multiplayer games, is Unreal easier than Unity if we walking about multiplayer, or it is just in my head...
Thank you ^^ yeah I believe you. well in this game it is possible to store half empty magazines and therefore the character looks at the mag. but seeing this every reload animation can be weird, you are right
Looks pretty good. I'm impressed.👌Just fyi though, that initial recoil bounce you have on the m4 when ads-ing is unrealistic. it's quite a bit less in real life.
Hey! Thank you all for your great feedback! I really appreciate your motivation to share your thoughts to my (still private) projects! I am about to release a different game soon and I am inviting you to join my Discord Server to stay up to date with my first release in a few weeks/months!
Invitation: discord.gg/ZuJaUum2Dn
@Combatography there was no detailed customizing of the texture maps since thats something i would have done later after all logic is working. and these weapon models and textures are from an asset pack, just rigged into a FPS Rig with maya.
@Combatography Somehow I misread, sorry. As I already mentioned a few times, that's a private project for my portfolio and was never made to release. I'm still studying at university. The cant in idle is definitely something that I even would change but at the time I was animating it felt right and since the game was never meant to be an exact simulation of real life and I never was a military expert I did not think about that detail too much. I'm sorry that this somehow offended you. I appreciate any feedback with professional suggestions for improvement instead of someone tells me what looks odd.
@Combatography Africa is not a country, its a continent. You should go to school, not to Iraq, Afghanistan, Syria, and Africa,
@@bananabread28 lmao xD
yoo do you need an FPS animator? i could help you make your view model animation alot better tho
Holy shit man that looks amazing!! I still can't belive how you managed to do this alone. If you ever finish this project, then I will surely buy it.
🔥🔥🔥
Thank you very much!
@@thomas-media Slap this on your resume for the big bucks
Love the helicopter spawn, just an idea would be having the helicopter get shot down after you get out of it.
@@andrewb4048 that was the plan. There would be respurces for tanks and other vehicles and if a helicopter gets shot down, respurces get less
Unreal is a bless for solo devs bro
Only 3 months?! This amazing! Cant wait for its release.
Excellent work, well done! I'm attempting something similar in UE4, but yours looks much better. Keep up the good work!
Thank you so much! But this is just learning by doing. and learning from failures :) Keep up!
Wow, this looks really good! Great job!
This is veeeery impressive, very much AAA-quality here, love it.
Two minor details I have to mention though:
- the handgun gripping animation is terrible, people who know how to shoot guns are going to cringe when they see it 😅
- helicopter rotor blades are actually quite fragile, they would snap if they hit a tree like that, so you definitely want to land them in a more open area
Other than that it's very promising, can't wait to see the next updates!
yeah the grip on the glock made me cringe hard as fuck.
dawg its a project not call of duty mw IIII
@@minikeanureeves8588 but brother, Thomas can easily tweak this and make his project even more at the quality level of MWIIII
I am not a gun person at all nor do I care about them IRL but I did have exposure to them as a cadet (canada).
My left thumb physically hurts at the thought of the slide rocking back from recoil and potato peeling it :l
also the kickback on some of these guns is ridiculous
It looks so good and smooth you really created something awesome bruder
This is absolutely amazing!! I couldn't imagine being able to do this in Unreal Engine myself, just learning map design. This is wonderful. I'm definitely going to keep an eye on your portfolio, brother.
Clean work! Imma stay updated , this is really interesting. Thank you for the indeept showcase.
This what Bluedrake's game should have been, focusing on quality, instead of quantity.
how do yall not understand that his game is far from finished, never will be finished? its a community developed game that is FREE, give it some time, sheesh..
Thank you in the first place but well.. I'm sure the quality of bluedrake's game is very good. He and his mates put a lot of effort into that and I really appreciate that since they also watch their feedback and fix those problems. I really can't say that I focus more on quality than bluedrake and I also wouln't compare myself to him and his mates ^^
@@peasantt- it is like I'm saying this Prototype is finished? My point is that Quality > Quantity, you make some very robust and high quality framework and then people can build on top, what I see with OHD... everything is mediocre at best, so EVERYTHING will have to be made by modders later from scratch. I love the idea of OHD (even contributed to their Patreon) and I wish them the very best in the future.
@@viktorianasthis game looks nowhere near finished
I've got enough room on my hard-drive for both games! Quality + Quantity = Fun!
Great work here Thomas! Can't wait to watch this as it develops
Looks nice, the fog create's atmosphere.
Such a masterpeice. Would be sad if this game wouldnt realease ever.
how is this a masterpeice???? just... how? what it make it a masterpeice for you?
@@panchow4582 Masterpiece*
@@jeanbriones1190 yeah, i was just copying the main comments, English it's not my first lenguaje
Wow brother, what you did here is just mindblowing. Even the big studios cant make such great games like this. The realism is at its highest form in your project. I hope you will actually release this game, i would definitely buy it. It looks better than Insurgency Sandstorm.
wow thank you so much! that's really motivating :)
It's impressive for one person, but AAA studios can 100% make this lol. It's not even a game, it's a proof of concept build if anything, and the concept is lacking. Call me a hater or whatever, but this is no more than the thousands of FPS kickstarters out there. I don't know what you're seeing that a big studio can't make. Everyone in the comment section is insane. It's okay to support small devs, but to say things like this over this tiny amount of video is just asinine. It COULD become what you seem to think it is now, but it's so far away. Any FPS out right now is leagues above this. NO SHOTS AT THE DEV HERE, he knows this as well. As much as I'm sure your support is appreciated, it's overkill.
@@enragedsausage6421 it's true, i'm aware of that. Every studio can make sth like this. It was also just meant as a showcase of my still private work. I'm actually up to develop games for a living and am very happy to see such interest. And to be honest, the video was uploaded as unlisted first because I actually just wanted to showcase this to friends or future employers. But thx anyway :)
@@thomas-media Exactly, it's to showcase what can be done. Don't get me wrong, like I said it's impressive for one person. I certainly can't do anything close to it. Keep going and it'll end up amazing. :)
Really impressive! A small adjustment I would make would be to the thumb position on the Glock 17. The left thumb being across the top of the right can cause it to get injured by the moving slide. It's a common injury when holding the firearm in the way it's animated here, which is why holding it in that manner is usually discouraged. For a right-handed shooter, the left thumb should be below the right thumb, alongside it, with both thumbs pointed towards the target.
Oh, good to know! Thank you very much! :D
Have you considered unlocking the crosshair from the center? Never knew the specific term but that iconic Red Orchestra/Insurgency aiming I think is perfect for tacticool games, adds a layer to aiming that doesn't let people who played a game too much plink you from 700 meters away in 2 shots lol
Yes
I've seen it be named Offset Aiming, there's a setting in Arma 3 for it
@@SuperTReal33 aim offset I think but idk
Bro this is a great gameplay project, don't quit! I hope everything works out for you, and there are those who will help you finance! Good luck, I will follow you!
Just opensource it, community will continue work on it and end result will be impressive:)
I would kill for a BR in this style, this exact prototype you have. Launch the kickstarter already!
it's just great! this is amazing! working with grass, tree, vegetation and surroundings, lighting and models are made at the highest level! especially the Ural-63095 Typhoon model, which is present on the footage) everything is done with a soul. The weapon looks decent. well done, thank you for such a job! I wish you the final successful implementation of such an ambitious and promising project!
Thank you!!
I need to add that the assets in the environment were not modeled by myself
@@thomas-media oh, okay.
Haven't bought any games for quite a while but this looks promising, keep it up!
I think the tarkovsky have real competition. gr8 work Thomas! very good work!
Very impressive!!
I'm mindblown by what todays tech is capable off.
Looking at your work, i'm wondering what gaming will look/feel like in 10 years from now.
Thank you so much! 😌
Right? To think, we've barely scratched the surface of technology. 10 years from now, current games are going to look terrible and our eyes will have literal orgasms at the future of gaming.
so good man. im just starting my journey and I hope mine can look half as good as this.
Sehr schön und qualitativ überragend, das Realismusgrad ist faszinierend. Mein großes Respekt an allen beteiligten.
Me gustó mucho el sistema de los cargadores
Great work! A slight critique is that you might want to consider how the characters handle the pistols… the thumb of the support hand wrapping around the back of the dominant hand is not proper technique and potentially dangerous if you’re not clear of the slide’s action, when a round goes off you could eff your thumb up. Good luck! Can’t wait to play this game!
Dude this is sick. I craved the realism of tarkov gun fights and the pvp. If it got made into a game that’s for pvp with many players that would be so sick
Without context it’s like watching some dude having flashbacks like he’s back in ‘nam or somethin, but actually he’s just in a peaceful forest
Looks cool. The one thing that stood out to me in an odd way was the hand placement/grip on the pistol. People who shoot don’t hold it that way. Thumb over thumb in line if that makes sense. Keep up the good work. Looking forward to what’s to come.
thank you very much! yeah, i got to know how to shoot properly a few times now. What a small thumb position can do... xD
That’s the first thing I noticed as well. I was like why’s he holding that Glock like that.
Make this a SIM of a real Battle Field type of game, and it will blow up.
Dude this looks AMAZING. Subscribing. Just, please please, fix that pistol grip on the glock. It's painful to watch. Especially in such a nice looking project!
The thing that stands out for me more than anything is the magazine inventory, a lot more realistic as in real life you don't use half a magazine, change it, then the rest of you magazines just magically become full. If you replace half a mag with a full, eventually you'll have to use the half used ones. Love it !!!
The graphics are amazing and it has most of the components needed for such game, looking forward to see how development goes
It would be great if you could have Tu Lam from Ronin Tactics model the weapon handling and gun mechanics for this game.
It would add so much appeal to the perceived realism.
making the optics have an actual housing rather than just an image of a crosshair would be the #1 thing that would make this more immersive IMO. looks great
Thank you!
Was the plan but alot of work, so i decsided to do it first like that and the details later on
I think that will be the best fps🔥🔥🔥
Looking good, one of th emost part in this games is the netcoding, i been playing FPS for more than 15 years and i can tell just tiny portion of games delivery a good experience with low inputlag, desync, and good framerate.
I would like to see huge maps with planes traveling thru continents since UE5 are able to handle us this large scale maps, boats, and all type vehicles. Wish you good look, your project is really impressive and i would totally buy it when release, when you need beta testers let me know.
Thomas, if I could make a suggestion, you should model the hands to use what is known as a "thumbs forward grip", no developers seem to do that and always opt for a less realistic crush grip or Teacup grip. In the shooting world, a thumb over the back of the pistol is a no no, the pistol slide can cause lacerations to your thumb that way and also cause a malfunction, so absolutely no properly trained shooter would hold a pistol like that.
This is beautiful good job Need more creators like you!
Looking great!! I like it a lot!! Good job!!
Good luck working on it :D
Looks great ! How much of a pain point or fps drop off would it be to add a collision object just where the face/head should be that can collide with foliage etc so that when you crawl through it doesn't clip through the camera ? Rather than all foliage being dynamic could you base the objects/foliage 'becoming dynamic' on a closest location point position of the collider itself? Or would that kill the fps. I'm not in the game engine world just the vfx world.
Thx for the suggestion! It definitely would be possible to tweak the material position offset when coming closer to foliage. This would be an idea to handle the clipping. :) 'Physics Collision' rather not since physics in games need much time to calculate
This is awesome. Would love to see what the world looks like with wind currents and foliage movements as it doesn't seem quite "alive" yet. But dang the lighting looks great!
the lean firing looks real and crazy.
You going to be giving out this project to patrons or anything so others can mess with it at all?
Hey man, someone already mentioned this, but I just wanna point it out again along with another thing. I get what you are trying to achieve with the hipfire and you want the character to hold them at a low-ready type of position like many operators do and is also seen in the newer CODs, but the Glock animation doesn't exactly look very natural and looks awkward. For the Glock, your off hand should be at a neutral position and it is your shooting hand that twists in an out of aiming. The left hand becomes almost like a pivot for your shooting hand basically. And, as someone already mentioned, a good way to visualize this is for the left hand to be gripping over your other hand with your left thumb pointed forward with the barrel. You did it right with the M4 so think of the Glock grip like that.
Second, that is wayyyy too much weapon sway when looking with the Glock. The velocity is fine but you need to have some sort of a deadzone so that the gun doesn't turn 90 degrees left and right before your camera can turn. Its very noticeable when looking to the right.
I hope you can make good use of my criticism. Keep up the good work!
thank you very much! That feedback is really helping alot. Thx for the effort!
A nice, and rare, quality of life option could be how you hold the weapon, left handed right handed, which shoulder, and a centre (Think Doom.) wield, all aesthetic except the centre wield, which increases the agility of the character in control and manoeuvring of the weapon, but slows reloads and reduces accuracy, saw an old photo of an SAS guy in 1960's/70's MOPP gear do it cause they couldn't get a good sight with the gas mask.
This looks like a great game. One note on the pistol shooting: in real life that would be a terrible grip on a pistol. The left hand should be contacting the frame of the pistol with as much surface area as possible with the left thumb forward and then the right thumb rests on top of the left hand. The way you have it animated the support(left) hand wouldnt be supporting much at all. You want as much contact on the gun as possible with the support hand to really lock the pistol in there so as to much better improve recoil control and so the gun moves as little as possible under recoil. Take a look at any of our high level modern day pistol competitors (USPSA for example) and you'll see they all pretty much have the grip I attempted to describe. Hope this helps. Game looks great but to anyone with any real modern tactical or military pistol training this is going to look very off.
Greetings , excellent study of the actions of the character , the position of the body , arms , leaning to the right to the left , the only thing when the character moves lying down , it is necessary to add the deformation of the ground from the movement of the hands, as well as when the character is observed from the side at the moment of turning the body , it is necessary to move the legs to the correct position !!!!!!!!!!!!!!!! Good luck in your work, keep it up!!!!!!
perfect but i do fonna suggest some things let us change the viewmodel fov yaw etc. in settings and hands with gloves? please.
this really look awesome keep it up bro !!!
Very interesting. I do not know anything about making games but I get the feeling that the hands move the gun when in other games the gun moves the hands. Is this false feeling I get? I like realistic games but for some reason this demo did show me the line where realism ( hands move the gun) harms the game. This feels like virtual reality (simulating the weight of the gun/object) but in flat screen/2D.
okay so like this is for any other gun nuts or anyone in general, but is that an effective grip with the glock? like i feel like it would put a bit much strain on the left hand to hold it easily with the thumb wrapped around the back. I havent had the pleasure of having a glock yet so im curious.
This looks spectacular do the classes like assault squad leader etc have different perks??
Goofy ready stance with that glock. My mans left hand placement is crazy.
Don't know what's better, the gameplay or the music ?!
Love that the character models' attire don't look cringe like Call of Duty DLC.
Also, loving the tactical, realistic weapon handling animations & actual real recoil you have to control.
Honestly, this is what BF2042 should've been. Putting AAA devs/publishers to shame.
Most realistic recoil ive ever seen in a game
Looks insane, like tarkov level och even better. Maybe fix the UI but it looks crazy already
This is everything I want in a shooter.
Would you give a small detail about how you are handling projectiles? For example, what you doing to compensate for projectile latency unless it client side?
I love the magazine ui, I take it you played some Squad. It really suits it
Impressive stuff I look forward to seeing what this project turns into
BRO this looks amazing
Looks more legit and ready than The Day Before
Actually not a bad title on their part since they liked to bail The Day Before
Nice work! I'm dying to see some solid alternatives to plunkbat.
PS: I so miss the days when players would be rewarded with a gibs and frags. The most glorious frag was the mid-air flower. Bring them back and they will come.
Oh, and the weapon orientation is wonky(tilted). Please adjust that.
This us awesome. Just a slight little shoulder level movement for raised and lowered arm lifts, would flesh out these animations. Great work looking forward to all UE5 has to offer gaming!
Change the grip on the handgun thats not how you hold a handgun fyi
Looks more like a survival game type thing.
Nice work 👍
Small Question, did you use any learning resources for doing the weapon animations? Or like what did you do to get so good at animating? Looks really good
Just a minor thing: with the Glock 17 (or any handgun with a reciprocating slide), the left thumb cannot be wrapped around the rear of the handgun. Otherwise the slide will “bite” the thumb which is painful and bloody. The left thumb should instead be on the left side of the gun pointing toward the target.
Gold, this is awesome. thx for sharing
if you allow me a comment as an observation.
first: the sniper scope should not remain dark when aiming, only the optics should have the magnification, but at the same time you should be able to continue seeing the panorama around you as the scopes have in scape from tarkov.
Second: when turning the character to the right or left there should be animation in the feet and not that the character moves as if it were floating
Gut gemacht! Was mir direkt aufgefallen ist sind die Handschuhe beim Charakter die aber im Gameplay fehlen. ABER! Es ist super mal keine Handschuhe zu sehen, nackte Hände ist heute eine Seltenheit! Weiter so, mein Pc wäre warscheinlich Explodiert bei dem Gameplay :D
danke dir! ja handschuhe hätte man später in der entwicklung auch draufklatschen können ^^ bis dato fehlte aber die zeit
This world needs more mmofps games. 20 years ago when everyone played WOW, I was playing WW2online and Neocron, both had over 500 players per server. Nowadays i'm lucky to get a 50vs50 fps game. I don't know what happened to gaming but it got dumbed down a lot.
In the costume screen it seems that the character wearing gloves and rolled sleeves but after the deployment they suddenly disappeared
the reason for that is that those are different models. Later in development custom gloves should be added
Wow Thomas this is amazing. Respect.
When you have better graphics and more mechanics than a freakin' triple A game, one man army right there.
I wish I could work on the UI for this game and also discuss the purpose
Movement and animation looks realy nice... graphics... its U5
looks good, the few things i would change that stings me eyes is that gun kicks so hard that is almost flies away when you shot, it should be really small kick if it comes to m4 (u can literally shot m4 using 1 hand) , glock looks fine but slide should reset little faster, hand holding the pistol grip should be much higher, (if it comes to proper grip hold any 'proper pistol hold' on web images will show you where you should place hands on the pistol model) and i guess rest is fine, polish some animations to make them more smooth I guess aaaaaand I would add some small camera shake / movement while reloading etc animations, bullet drop is fantastic
Thank you for the fantastic feedback! :)
Awesome idea ngl
Nice work Thomas.
I like what I see
If it is ever on steam early access I'd be happy to buy in
Nice work 👏 👌 👍
Thank you! :)
4:30 what is that zoom? :D scope like 8x and it zooms like 1,2x ? :D
this is impressive! nice work dude!
Well, looks and the gunplay is already much better then Escape From Tarkov. So GJ And keep going!
Very cool! My only gripe is how the character holds the pistol. Maybe edit that part, otherwis great work.
Totaly awesome mate! I would like to play it!
Thank you!! Sadly it will never be playable because I abendoned the project :-/ But I will maybe reuse things in new games I maybe release in the future ^^ You are welcome to joing my Discord Server, link's in the description if you want to be playtester for the next titles ^^
@@thomas-media nooo dont abendon it...i would buy it!!!
This could even compete with big game companies. Very well done brother 🔥👍🏻👍🏻
What's the name of the game?
@@nyamewilliam3915 I think the game has no title yet since it is still in development, a prototype. Hopefully the developer/s will announce it soon 🙏🏻.
You should add pressure coming out of the muzzle for more realism and have the player have more realism but anthing this looks like a cool game to play
Love it! Please allow us to customize it and create worlds of our own
This looks really nice, graphics, movement and sound all on point. I think you can leave out the music next time, it was quite distracting for me
It looks interesting! I want to play this game!
sick sightmark optic
Looks like a mix between Battlefield and Escape from Tarkov. Awesome work.
I wish they had taken their time on the sniper scopes. I think COD MW2 really nailed the ADS graffics. Attention to detail.
How long you working with Unreal? recent times i seen so many new Unreal made Multiplayer games, is Unreal easier than Unity if we walking about multiplayer, or it is just in my head...
Hey what’s up w the m4 reload you don’t index a mag and check for rounds on top every time just a suggestion for making this real bc it kicks ass!
Thank you ^^ yeah I believe you. well in this game it is possible to store half empty magazines and therefore the character looks at the mag. but seeing this every reload animation can be weird, you are right
Great work dude!
Looks pretty good. I'm impressed.👌Just fyi though, that initial recoil bounce you have on the m4 when ads-ing is unrealistic. it's quite a bit less in real life.
nice work man! but as a shooter I need to tell you that it's better to hold the rifle straight vertically