@@padenhouck6767 Thats really cool that you keep active even on older videos, would you be up to join a dev team by any chance ? I want to show you something weve been working on for a while now
That sounds cool! I appreciate the offer, but I think I've got enough on my plate with 2 games at once. I'm always down to talk general game dev stuff though! There are some channels in my discord where you can post projects you've been working on.
Thank you, and yes! This is scalable to any weapon, the only thing that needs to be created is a bit of data on where the hands go and the system does the rest!
hey, i would recommend that hands (and everything like guns and mags) wont snap into places on the guns, but just smoothy fly towards them. it really adds to the immersion
May i recommend you add the pp19 bizon to the game. 9mm 60 round mags make it something in between an SMG and an LMG and it looks awesome with attachments on. Really fits a survival game because I assume that 9mm will be the most common ammo and being able to deploy suppressive fire early game would be great. Also would there be other enemies than just other players, because you did show zombies before and having that stuff mixed in would also be fun.
I would totally add the bizon, I just need to find a good model for it lol, good idea! There will be other enemies, as the game will be mostly Co-op. I have a few ideas but I'm trying to avoid anything too generic or boring, zombies might be implemented, but traditional ones are unlikely.
Of course! if I'm understanding correctly. Right now all the weapons require you to operate them, but I take it you're referring to the magazines themselves: I forgot to show it in this video, but reloading magazines works very similar to into the radius, just hold the appropriate box to the mouth of the mag and it'll fill it slowly. It will also be possible to fill mags with single rounds just like the shotgun
@@HouckDev This might be asking much, but what if you used a similar feature to into the radius where pressing trigger with an ammo box holds out a bullet, so you can just hold a bullet and put it straight into the mag instead of just holding the mag to the box.
@@HouckDev Well maybe instead of using that feature, just make it so you pull the bullet out. It'd only make it take a lil longer, and be a unique feature.
Ill get into VR when they can get rid of the crazy jitter in everything. its so unappealing to me. Kills any chance at me investing thousands into a computer and VR gear
I plan to make this project cross desktop/vr compatible, like my main project intercept, while most of the jitter should be removed in this project due to the physics-based interaction. Desktop play is a planned alternative!
Not that it matters, but I personally have lost interest in realism in video games. I think fun over realistic is better. However, realism in VR is definitely always cool to see. Physics based anything is 100% better when you feel like it's actually in your hands. Keep it up! Looks cool!
I 100% agree, I'm going for less of making things real, and more for making them feel real. I'm avoiding including things that make things more frustrating and confusing, (e.g. realistic ammo types are not used, instead more generic small, medium, heavy, shells, etc. are used. Weapon handling is designed to keep things fluid when moving fast, etc.)
very nice, I love the effort put into making guns handle the way the should in real life. I own an ak-47 and I have shot an AR-15 many times. There are 2 things that I think would make your project just one step better. 1) at - 0:40 you rack/charge the ak, and then you rack it again when you rack it the first time you put a round into the chamber, which is good, now on the second rack it would be more realistic if a round was ejected. 2)An M4(pretty much full auto AR-15) and AR-15 have a last round bolt hold open. This means that if there is an empty magazine in the gun and the bolt goes back(whether you pull the charging handle, or if there is a round in the chamber and you fire it) then the bolt will stay back. at 1:14 you fire the last couple rounds in the magazine, and you can see that the bolt is still forward before you reload. on a real AR rifle you have to press the bolt release, or pull the charging handle to get the bolt to go back forward. On real rifles the "last round bolt hold open" makes it easier to reload: when you put a new magazine in, to get a new round into the chamber you only have to press the bolt release, instead of pulling the charging handle. It would be nice to see the last round bolt hold open functionality in this game. (please note: some guns do not have "last round bolt hold open". AK pattern rifles (AKM AK-47 AK-74) do not have bolt hold open) These are small changes, but they will get the game to be just one step closer to real life, especially for people who have handled these guns before. If you have any questions, do some research. You are welcome to ask me, but I might not see it and might not reply 😂
Awesome, thanks for the advice! Some things weren't captured too well in the video, the appropriate round/casing is ejected when you charge a gun (its terribly hard to see atm, it was still using the particles for the pistol round ejection). And I'm glad you pointed the bolt open out, I actually have a setting to change for that, I just forgot to set it for the M4.
Not exactly sure what you mean, but its a huge improvement compared to my previous iterations and prototypes. The weapon simulation is not fully physically base however, a lot is driven through data to optimize things and keep everything smooth. The majority of the important internals are represented however, and I'm still adding other mechanics like fire selectors, jamming, etc. Every part you could possibly interact/see is represented in some way
@@HouckDev ah okay, that makes way more sense, sounded like you were attempting to literally simulate a device that expels projectiles with miniature explosives Which would be impressive but wholly unnecessary Looks amazing dude
Actually it does simulate the weight of the guns, its all physics simulations. But the center of mass of the guns is a lil funky atm, def gonna adjust those to make em weightier!
@@HouckDev this will be the best fps on the platform, maybe even the best fps game ever depending on what your plans with it are and the advancements in VR technology. If you make it a online competitive shooter with a nice single player mode it's already going to be awesome but it all comes down to movement mechanics. The only reason why it wouldn't be popular is the price of VR systems, if it goes mainstream and this game is popular enough it may be picked up by some bigger company and made into something truly amazing, the next call of duty.
Not quite sure exactly what i want to work the game towards, but the current plan is to something a bit similar to a multiplayer coop version of tarkov or stalker/metro. It'll for sure be something survival based (check the linked video for a WIP version of what i want to accomplish). I have a lot planned that i don't want to share yet, as it builds upon a lot of my previous jam projects.
@@HouckDev yes it definitely reminded me of tarkov because of the way recoil looks and the textures that are there are kinda similar. It also seemed from the way you used the guns that it would be a slower paced tactical shooter. You should make it so that you actually have to hit mag releases on the guns when reloading, its a bit hard to do because many guns do it in very different ways but it would be cool. (the AK offended me) Other than that Im already excited to see where this goes, if it's as good as I hope it will be I'll be buying a headset just to play this! And please don't go overboard with different mechanics and quirks, that can really kill a game before its even released. Tarkov already has almost too much of that stuff and translating it into VR would be hell. A simple small scale battle royale type of game with maps that are half the size of tarkovs would be more than enough.
@@HouckDev It'd be pretty cool if it turned out that way though. I got to say that firearms feeling arcadey in VR games is unfortunately much too common.
@@braindamagedmailman2444 agreed, it works for most games, but i really want to nail the immersion with this one. I do still want to make things arcadey enough that the realism doesnt hurt the gameplay, currently im glossing over caliber ammunition, so theres small, medium, large ammo, etc. The bullet physics will still replicate the guns cartridge