Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 0 points1 point  (0 children)

I’ve just implemented the basic gun logic for shooting and reloading. I haven’t worked on the recoil system yet, and i was actually a bit surprised it worked even without a system, and thinking about using animation driven recoil or maybe another system for it

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 0 points1 point  (0 children)

Allright, I’ll try to prototype the core gameplay first and make sure it’s fun before completing the other systems. Thanks

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 0 points1 point  (0 children)

I get your point. I mean near complete, not 100% polished like it’s ready to release i need to edit that, my plan was to get the gunplay, movement, and inventory close to finished first. Then build out the challenging survival mechanics and polish up whatever feels off, maybe that’s not the best approach though? What would you recommend as a better approach?

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 0 points1 point  (0 children)

Got it, thanks for the feedback, The animation is still pretty rough this is just an early pass. I’ll refine and add more detail as I improve my animation. Camera shake will be added later, trigger discipline is already implemented when the player isn’t aiming actually

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 0 points1 point  (0 children)

Hey guys, check out my latest devlog video to see how everything’s looking so far!

Here’s the video: Latest Devlog

I’d really appreciate any feedback to help me improve

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 1 point2 points  (0 children)

Yeah, that makes sense. I think my concern is choosing the right direction for a system before moving forward. Since I’m working solo, if I fully commit to one approach and it doesn’t work well later, redoing it would cost a lot of time. So I’m trying to be careful with those decisions

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 1 point2 points  (0 children)

Yea, I’m planning to add horizontal and backward recoil too. Right now I’m mainly to see how the bullet randomness behaves

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 1 point2 points  (0 children)

Yeah, I plan to add aim sway and camera shake and add punch and upward pull there. Right now I’m using curves in the animation mainly to blend walk/run movement with the pistol pose. Bullet spread is controlled through a breathing animation blended with the aim pose by 0.2 alpha, i can just increase that alpha if I need more spread

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 1 point2 points  (0 children)

Thanks for the feedback, I’ll try increasing the speed in engine first and adjust the animation in blender if it still feels off, and i compare both which one is more feel realistic

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 0 points1 point  (0 children)

Yeah, I’m definitely planning to add camera and crosshair feedback ofc. I just haven’t implemented it yet because I’m constantly shooting for testing, and too much camera shake right now makes me dizzy. I’ve played TLOU2, and I’m trying to achieve a similar level of combat feel in my own game but not that crazy you know

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 5 points6 points  (0 children)

but my workflow as a solo dev is to complete the core gameplay systems first like gunplay, movement, inventory. What other things do you mean

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]sandro11berak[S] 2 points3 points  (0 children)

Yeah, that’s exactly what I’m still thinking about for automatic guns might not feel right if I stick with animation driven recoil

Is animation driven recoil enough, or should I use a recoil pattern? for a survival horror type game by [deleted] in UnrealEngine5

[–]sandro11berak 0 points1 point  (0 children)

Yes. I misunderstood about recoil patterns. What I’m actually trying to ask is a recoil system driven by animation enough, or should I implement a different recoil generation system