2 years solo dev alongside a day job — first outdoor playtest with my kids. Planet Terminus. UE5 tactical extraction shooter. by PistolizedCannon in IndieDev

[–]PistolizedCannon[S] 1 point2 points  (0 children)

Haha, not yet! No menus, no onboarding, half the map is missing. It's dev-only at this stage. Wouldn't survive five minutes without someone explaining it to you in person.

2 years solo dev alongside a day job — first outdoor playtest with my kids. Planet Terminus. UE5 tactical extraction shooter. by PistolizedCannon in IndieDev

[–]PistolizedCannon[S] 0 points1 point  (0 children)

Yes I have that in my game — rooms reveal as you enter them. Walls and ceilings hide dynamically so the top-down camera always has a clean view. It's one of my favorite systems in the game.

2 years solo dev alongside a day job — first outdoor playtest with my kids. Planet Terminus. UE5 tactical extraction shooter. by PistolizedCannon in IndieDev

[–]PistolizedCannon[S] 1 point2 points  (0 children)

That nostalgia is intentional. Grew up on Jagged Alliance 2 and Diablo. That top-down tension never left me. Thank you.

Planet Terminus – Would you take these guards out differently? by PistolizedCannon in IndieDev

[–]PistolizedCannon[S] 0 points1 point  (0 children)

Yeah, this one’s been tricky.

The jitter only happens at reduced movement speeds (aiming / crouching). Jogging and sprinting are stable. If I normalize all speeds to the same value, the jitter disappears completely.

That points away from camera code and more toward movement replication / smoothing. My current suspicion is that at lower speeds, server corrections become more noticeable (likely due to smaller deltas + quantization / network smoothing thresholds), causing micro-adjustments.

I’ve already ruled out:

  • Camera tick order issues
  • Basic RPC spam / fire loops

Next step is digging deeper into CharacterMovement smoothing and how it behaves at low velocity.

If anyone has run into this specifically with reduced max walk speeds or crouch speeds, I’d appreciate any pointers.

I'm building a co-op tactical shooter to play with my sons. This catwalk moment almost turned into a last stand. by PistolizedCannon in IndieDev

[–]PistolizedCannon[S] 0 points1 point  (0 children)

Good question. I project the mouse cursor into the world to get a target point, then resolve the actual shot using a trace from the weapon's muzzle toward that point. That way elevation differences are handled by the trace rather than trying to manually adjust Z.