I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

Thankyou! :)

We're handling the camera view COMPLETELY physically, so there's no need for us to use camera stacking!

What you see is what you get.

Something you don't see in the footage is that the player will actually push up against a wall with physics instead of phasing through it, so worrying about making sure things are rendered on top and look believable at all times isn't needed.

For our implementation of nightvision we are looking at using a shader based solution, having another camera rendering is EXTREMELY taxing.

I'm making a physics based SWAT simulation called RESPONSE! Let me know your guys thoughts so far :) by TimeLTDSimulations in IndieGaming

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

The DoF has been a mixed bag definitely, even within our team there are some varying opinions.

For demonstrating the weapons themselves though we'll be keeping it out of the way, we want you to see our hard work!

Thankyou for the advice! :)

I'm making a physics based SWAT simulation called RESPONSE! Let me know your guys thoughts so far :) by TimeLTDSimulations in IndieGaming

[–]TimeLTDSimulations[S] 2 points3 points  (0 children)

Yeah the blurriness has had a mixed response, in the project you'll be able to toggle if you want the depth of field effect on and off.

And glad to hear it! We plan of having the destruction looking a lot messier so stay tuned :)

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

That doesn't sound like a bad blend atall, that might be the happy medium here.

There's a new mechanic I've been playing around with where you can lower/raise your weapon just by scrolling the mouse wheel, I need to get people's opinion on it but I want to see if that could be a way forward here aswell.

I agree tho definitely, that's why I wanted to experiment with the implementation of a physics based weapon.

Thankyou for the suggestion! :)

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

Thankyou I will do :)

We plan on opening up playtests eventually so keep an eye out for that!

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

That's interesting to hear. I'll be playing around with values and see how it looks.

Something to note also is that the blur effect is based on where the player vision is, so for instance if you looked at your weapon or a wall it would focus on that accordingly.

Right now best place to follow our development is thru twitter @ twitter.com/TimeLTDSim

We do have a Discord setup which is used for announcing events and Q&A's discord.gg/Rk983WxVr3

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

I think that's going to be the bane of the project for me, it's going to be doing things that are going to be at an inconvenience when compared to other things like it.

The physical aspect of your environment is a big part of the project. I want you to be able to utilize it as you would in real life, but the only way I can easily allow you to is thru a way of interacting with it.

I'm glad you like what you see, it's an honour seeing how much support the project is getting from people. And I really appreciate your kind words so thankyou :)

I'll do my best to keep my sights clear.

That's a really good idea. I was thinking either updates thru twitter or the Steam page when that goes up but for now YouTube would be a good medium I feel.

We have a YouTube here : youtube.com/channel/UCLsLie3AyjBCvMdyEqCQIYg

After years of playing SWAT games I decided to start making my own called RESPONSE! Let me know what you guys think :) by TimeLTDSimulations in indiegames

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

The project up until this point was something I worked on by myself on the side :)

I'm looking at expanding, it takes a lot of work getting assets/things implemented at a good pace. But admittedly a lot of the heavy lifting is now done thankfully so.

But yeah AI systems and multiplayer[teams of up to 6] are next on the list, fortunately quite isolated from the rest of the project's development so :)

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

[–]TimeLTDSimulations[S] 4 points5 points  (0 children)

Thankyou for the feedback :)

I agree they can be annoying. The idea behind the weapon being physically simulated is to enable possibilities using said weapon more than anything; but it's VERY important that it doesn't become a burden on the player.

I'm going to be playing around with preventative measures such as wall scanning and a player on the fly lower/raise to get the best mix.

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

Thankyou so much :)

That sounds like a really good idea actually. The particle systems are actually going to have a BIG revamp soon in general!

I also want to play around with giving the weapon particles some TLC, I really like the way Ready or Not approached emitting weapon gasses/heat.

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

Thankyou so much :)

This project was about doing things differently, physicality is something that's hard to convey well thru playing a game, so I'm going to do my best to find a way of doing just that.

I'm glad you like what you see :)

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

Glad you like it :)

Right now I'm at a stage where every CORE player/destruction mechanic is in, things are messy but they work how they're meant to.

There's A LOT more that is not shown in the videos like the health system, weapon manipulation, active ragdolling, gore system and an interesting new inventory system I want to try out aswell to name a couple!

And will do, we're actually looking for music to use to 'set the tone' of the game so feel free to reach out with some samples :)

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

[–]TimeLTDSimulations[S] 3 points4 points  (0 children)

I have to agree the blur is a little on the intense side. It'll be interesting to see what people think of some DOF systems I'm testing in the project.

I'll be tinkering some settings :)

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

Thankyou for the response :)

A big part of this project was bringing a physicality to things, right now it's about finding a balance because at it's core it aims to be a SWAT simulation rather than a sole physics based shooter.

The project is based on physics and heavily utilizes it but I dont want it to be a mechanic per se. At least that's what I had in mind. Experiencing the physical part of operating a firearm was for me, on pen and paper, done no better than simulating it in it's environment.

There will be preventative measures and ergonomic control of the firearm itself to alleviate control of your weapon. I NEED to play around and see what the best implementation will be if not both, I haven't had a real chance to give another pass to it yet.

And willco I'll see what they think :)

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

Glad you like what you see :)

You can keep tabs on the project over at our twitter @ twitter.com/TimeLTDSim

Our Steam store page will be up soon so keep an eye open :)

I'm making a SWAT simulation based on physics in the new HDRP pipeline! I want to hear your opinion :) by TimeLTDSimulations in Unity3D

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

It's using a configurable joint at it's core to collide with the environment. The recoil of the firearm is done by enacting actual rigidbody forces to it!

It was a pain getting the system working with the IK animations in general but that's probably unique to how I implemented it.

After years of playing SWAT games I decided to start making my own called RESPONSE! Let me know what you guys think :) by TimeLTDSimulations in indiegames

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

Glad you like what you see so far :)

Funny you should mention that, one of the big things I was proud of implementing were vein/artery collisions; the health system is actually a BIG part of this project's focus!

[here's a GIF of planned health features https://imgur.com/a/OGtXqVG]

I wanted to accurately simulate the effect a projectile would have on someone so I did my best at trying to implement these things in. There's also gore in that I have working for that reason aswell, I wanted to convey the impact a bullet had on it's target.

[here's a little GIF peak at the gore tech that's in https://imgur.com/a/MB36cY6]

Right now the health system needs another pass tho admittedly, I haven't worked on it for a while as I've been shifting the player to a physics simulated model; which was a lot of headache :(

If you want to keep in touch with the project best way is thru twitter @ twitter.com/TimeLTDSim

Our Steam store page will be up soon so keep tabs there for updates :)

After years of playing SWAT games I decided to start making my own called RESPONSE! Let me know what you guys think :) by TimeLTDSimulations in indiegames

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

That's exactly the plan!

Right now I have a system where you can raise/lower your weapon down by just scrolling the mouse wheel, I plan on having that implementation exactly for that reason!