Just did a new devlog, and might as well create a thread here too since its a Unity game after all. We are working hard on first person hands right now
looks cool!
following
Our game is one of the most physics driven VR games if not the most. Since we are a shooter latency free tracking of Rigidbodies was a must (Otherwise you cant aim if the rigidbody lags behind). This we solved early on at the cost of funky physics when colliding. We have now fixed it so it works much better when colliding
Released a new update yesterday, containing alot of improvements and stuff implemented after feedback from our discord community. Discord is such a great tool for a early access title such as ours. One of the improvements was better controls for Rift. A huge challange is supporting both Vive and Rift users and make the experience native like. Every person has its own taste when it comes to interacting with virtual objects. So what we did was make it completely configurable how you interact with different categories of virtual items and use different presets for Vive and Rift that the user can override.
The community has created a subreddit, nice of them
Reddit - Dive into anything
In the meantime we work on bots, a little teaser showing the new bots patrolling. We need to work with the navmesh and how to ground the character correctly
My girlfriend has done a butiful job rigging the hands on our new Bullpup SMG. Its was hard rigging because its a tight fit and those GI Joe hands are pretty bulky
Today we only have bolt action type weapons both manual (pump action and sniper rifle) and automatic rifles etc. These are all very similar since they use the same base behavior. Now i’m working on refactoring our game logic to support revolvers which dont have a action in a similar manner since its action is the drum.
Hand rigging etc is just placeholder
It’s very important to take your time when doing refactoring like these to keep the code clean and maintainable
Continue my WIP of the revolver
Finger IK when extracting casings are nice
Its also a nice to be able to choose between single action and double action (and offcourse you can decock the hammer). Also when doing double action you will get a small penelity in that the gun will tilt just slighly upwards because of the harder pressure required on the trigger
Still to fix is a Rigidbody enabled drum and a million state bugs regarding networking all the state
Some time since I put up something here
My brother is working on the bots, currently he is working on a system for choke points so the AI can map a path for flanking, regrouping etc, this will make the bots feel alot smarter and the gameplay will feel more dynamic.
I’m working with polish at the same time, first out is a tutorial system, here is WIP video of that
Something that I wanted to fix for a long time is command mapping so the player can map what ever buttons he like for the different fire operations. Yesterday I finally took my time and implemented this, so now you can change controls for the basic operations of the firearms. It also comes with a validation system so mappings can’t conflict
We have also fixed so the player can use both A and B buttons on the Touch controller
Also something I wanted to fix for a long time is double grip, didn’t get to it because it needed a good system to change the main grip hand since double grip changes both hands, at least if you want it to look good.
Wip hand rigging, but still looks pretty awsome
Im improving our hand IK solution, before it was hardcoded to trigger finger and read it’s data from the trigger on the controller. Now I have fixed a generic solution so any finger can use IK and you can use any feeder to drive the IK not just the twigger, here is a example were I use the ratio from the hammer to drive the thumb on the hammer
As you can see in above video the thumb is bent in a bit of unnatural angle. I fixed this with a new mechanic that let me specify a new hand rig when the hammer is in its cocked position. We carefully mapped so the fingers on the grip does not move, but they do rotate a bit to accomodate for the new lower hand position.
What you guys think, does the new way look better?
A new devlog and superfun it got alot of attention on reddit sofar
https://www.reddit.com/r/Vive/comments/9x1won/virtual_warfighter_and_knuckles_ev3/
I don’t mean to be insulting because its obvious you’ve put a lot of hard work in to this buuuutt…
Ugh. So boring. Shooters are a dime a dozen and require as much creativity as hammering a nail. That’s just my opinion, take it with a grain of salt. Other than that it looks great!
Quality work here, keep it up!
Hi guys, we’ve produced a very short devlog about the pathfinding / environmental awareness part of the AI development process for Virtual Warfighter. It describes how we’ve solved the problem of allowing AI soldiers to make different pathfinding choices, more intelligent than just take the shortest path.
We will probably expand upon this in the future by describing more, such as how to make the AI avoid exposed routes in favor of more concealed ones, if possible.
All this is part of the work being done for our upcoming coop game mode.
