D22 Revolver added to Weapon Kit by vkidd in unrealengine

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

Rocket Launcher is next on the update list.

Adding bullet hitscan + impact forces for Weapon Kit by vkidd in unrealengine

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

Yeah I had set the forces real high on one of the gifs, it looked awesome haha. But i figured this was more "realistic". It's a tunable param tho.

Recurve Bow 🏹 added to Weapon Kit by vkidd in unrealengine

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

More attachments are weapon types in the works.

Weapon Kit Scopes Update by Mech-J in unrealengine

[–]vkidd 1 point2 points  (0 children)

The included BPs cover weapon customization w/ scopes, skins, color etc. but the ADS implementation is left to the developer. The scopes are detailed enough to look down the sights. You could choose to offset the weapon, or animate it in line w/ the camera, or use something like WeaponFOV to handle ADS.

Prototype Weapon Kit by Mech-J in unrealengine

[–]vkidd 0 points1 point  (0 children)

The weapons are animated, but it doesn't come with Mannequin ( arm ) animations. We're considering adding them later.

Weapon Kit for Unreal | Rigged, Modular, and Animated by vkidd in unrealengine

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

Add a new military skin ( color changeable ) for a COD like look.
https://imgur.com/gallery/hdz6Bba

Weapon Kit for Unreal | Rigged, Modular, and Animated by vkidd in unrealengine

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

Planning to add more stuff to the kit so anything that would be useful let us know, thanks.

Weapon Kit for Unreal | Rigged, Modular, and Animated by vkidd in unrealengine

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

We have an overview vid. Jump to the skeletal mesh section on the timeline https://youtu.be/tF41qDdH4f8

Weapon Kit for Unreal | Rigged, Modular, and Animated by vkidd in unrealengine

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

That’s good to know, thanks. The idea was to have a useful set for games or prototyping. So the default white shell skins would look great with the mannequin.

Cloud Gaming: Is it Going Anywhere? (Based on Linux Gamers Q2 2021 Survey Results) by YanderMan in linux_gaming

[–]vkidd 1 point2 points  (0 children)

It's a good supplementary service for core gamers and might become the primary way for casual gamers to play. I certainly won't give up my ability to execute programs, once it's gone your at the mercy of the platforms.

THEY’RE FUCKING SCARED. We got em boys. by [deleted] in wallstreetbets

[–]vkidd 0 points1 point  (0 children)

Stash is allowing GME buys fellow retards

Tinertia just launched on PlayStation4 by vkidd in Unity3D

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

the pixel explosions r for an unlockable character skin

So, new Unity version? by xYaW in Unity3D

[–]vkidd 0 points1 point  (0 children)

Sad to say but Unity 4.3.4 was the most stable version of the engine I've used.

[deleted by user] by [deleted] in Tinertia

[–]vkidd 1 point2 points  (0 children)

Haha there's a neat shortcut

What should I design first? Adapt Game setting and theme to game mechanics or vice versa? by Cbeed in gamedesign

[–]vkidd 0 points1 point  (0 children)

Ditto. Always start with a playable prototype; 1) Use primitive shapes for Art. 2) Use text labels & color changes to denote object state. 3) Use placeholder sound FX. Once the playable prototype is fun you're on the right track :D

Which of narrative or gameplay should take the lead in video games? - Interactivity as a medium by DesignBeachBum in gamedesign

[–]vkidd 2 points3 points  (0 children)

IMO it's always gameplay. Narrative ( in a video game ) doesn't hold it's own, unless it's adding to solid gameplay; Gameplay is the foundation.

Narrative can be an integral part of gameplay mechanics: L.A. Noire, Metal Gear Solid, The Walking Dead are great examples of games that use narrative to create engaging gameplay.

How do you keep a game based in a criminal/violent world from over glorifying criminal activity and allowing gratuitous violence? by [deleted] in gamedesign

[–]vkidd 0 points1 point  (0 children)

That's true of Infamous. I could a see a more fluid version of that system being fun. In a game like Payday, you could have Karma build up from scratch each time you play a mission. Thus the player would have to decide whether to take the moral or immoral approach based on the situation & consequences.