Watch the next video where we add procedural recoil and sway to our gun: ruclips.net/video/zW3EoeCXhQU/видео.html This video seems to be getting more views than the previous ones, I recommend watching the videos in the course in order, to get the maximum value out of the course, otherwise some things will not make sense to you: ruclips.net/video/1VWpFk7wEEM/видео.html
Speaking of improving the animations maybe you can add turn in place mechanic for upper body and an active ragdoll mechanic. Like if you shoot them in the leg they slow down or if they are hit in the knee they are crippled.
Great ideas for polishing up the damage system, yeah it's a bit unsettling when NPCs are unphased by damage. I was watching some footage of the old Soldier Of Fortune games recently, I don't think a game ever came close to that level of realism, your comment reminded me of that game.
One note about muzzle flip. And I realize this is still being refined alot. But could you show how you'd apply muzzle flip in a realistic way? Where the gun has two points of reference. One is near the trigger and one at the muzzle. When the gun fires it should recoil and flip. To achieve this you should make the trigger point rotatable. Such that when the muzzle point tries going up it forced the gun to rotate around the trigger point. And the trigger point should be acting how it is now. Its just a minor change but would polish the animation action. Mostly I'm curious to see from a coding standpoint. What you've done already is great.
You're absolutely right about the fact that everything is being refined, game development is all about incremental progress, what matters is that what you made today is slightly better than what you had yesterday. I get what you're saying about the recoil forcing the gun to point up using the grip as a point of reference. If you think about it, it's not the gun that flips, it's the user's hand that loses control. Right now, the right hand rig is hard locked to the aiming point, to achieve what you're suggesting, you'd have to temporarily disable the Multi Aim constraint during the shooting animation, or at least reduce its weight. That would be a pretty cool recoil effect, not just visually speaking, but also as a mechanic. Great suggestion! Thank you! I'll definitely think about it.
Watch the next video where we add procedural recoil and sway to our gun: ruclips.net/video/zW3EoeCXhQU/видео.html
This video seems to be getting more views than the previous ones, I recommend watching the videos in the course in order, to get the maximum value out of the course, otherwise some things will not make sense to you: ruclips.net/video/1VWpFk7wEEM/видео.html
Loving the ragdoll animation. Can't wait to see more progression.
noice man
Speaking of improving the animations maybe you can add turn in place mechanic for upper body and an active ragdoll mechanic. Like if you shoot them in the leg they slow down or if they are hit in the knee they are crippled.
Great ideas for polishing up the damage system, yeah it's a bit unsettling when NPCs are unphased by damage. I was watching some footage of the old Soldier Of Fortune games recently, I don't think a game ever came close to that level of realism, your comment reminded me of that game.
One note about muzzle flip. And I realize this is still being refined alot. But could you show how you'd apply muzzle flip in a realistic way? Where the gun has two points of reference. One is near the trigger and one at the muzzle. When the gun fires it should recoil and flip. To achieve this you should make the trigger point rotatable. Such that when the muzzle point tries going up it forced the gun to rotate around the trigger point. And the trigger point should be acting how it is now. Its just a minor change but would polish the animation action. Mostly I'm curious to see from a coding standpoint. What you've done already is great.
You're absolutely right about the fact that everything is being refined, game development is all about incremental progress, what matters is that what you made today is slightly better than what you had yesterday.
I get what you're saying about the recoil forcing the gun to point up using the grip as a point of reference. If you think about it, it's not the gun that flips, it's the user's hand that loses control.
Right now, the right hand rig is hard locked to the aiming point, to achieve what you're suggesting, you'd have to temporarily disable the Multi Aim constraint during the shooting animation, or at least reduce its weight.
That would be a pretty cool recoil effect, not just visually speaking, but also as a mechanic. Great suggestion! Thank you! I'll definitely think about it.