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Monday, 25 March 2019

Project Ignite V2.0 Development 25 - March

Over the past few weeks I have been busy adding more functionality to Project Ignite 2.0. From today I have a fully working Scar-h gun along with the correct range, rounds per second and sound effects. It almost feels real.

Weight

Objects will now feel differently depending the weight of them. it there heavy they will feel rigid and if they feel light they will appear to bounce more when hit or picked up.

Attachments

There are now 3 ways to attach attachments: front for things like silencers, muzzles, etc..., top for sights such as a red dot, iron-sights (build-in-works) etc... and sides for flashlights and lasers to improve accuracy (these will be used later to improve the actual accuracy for the guns).

Top Attachments

When you attach a top attachment to specific guns like the Scar-h the sights will fold away so it is easier to see through the scope and go back up when you detach it for iron-sights.

Lasers

I have implemented the actual laser as a beam particle-system which has the speed and spawn rate set to 0 so that it won't move and despawn. I have also put a custom material on which uses location-panner based noise to give the laser a real laser effect.




















Flashlights

The flashlight was very simple, I basically added a spotlight to the object and change the material and spotlight depending if its on or off - this gives it the shine when its off and brightness when its on.

Dual-handed weapons

the project can now determine if you try to grab an object with both hands and if it implements the "dualhands" interface and it you are already holding it, it will allow you to grab it with your second hand. There is also support to assign actions with the second hand like something when your hovering the second hand over the gun it can perform an action of some kind.

Monday, 11 March 2019

Project Ignite V2.0 Development week 1

What is Project Ignite?

Last year, I got my first VR headset (the ASUS windows mixed reality) and I wanted to experiment with making things for it. I created a testing project to learn the how the VR template worked and added stuff of my own like guns and other things. I chose the name "Project Ignite" because I thought that it would spark ideas as in igniting a fire.

What are the future goals?

Next year I would like to turn Project Ignite in to a fully fledged cyberpunk game that I might release probably to the windows store because for me, releasing it to steam or any other place is either too expensive or with similar-to-life mechanics like having to put the ammo in the gun and pulling it back to reload and flying vehicles with having to pull the levers and steering with the steering wheel. 

What have I done this week?

This week I have started Version 2.0 which is a complete redo because I wanted to remove all the unneeded blueprints and to unify all the code for the items because the way I had it setup before was that I had a static mesh actor that acted as a starting point for all the items that you could pickup, but because I also had to use skeletal meshes meant that I had to have 2 separate versions of what was effectively the same code. One for static meshes and one for skeletal meshes.

Unfortunately in unreal you cant switch the root component of an actor unless you use C++ so I thought that I could make a C++ actor that switches it's root component depending on an what enumeration was set. Sadly I wasn't able to achieve this so I found that I could use a actor component instead. Now that I have unified all the code that makes the items be able to be picked up, it makes it far easier to change and update code for both, static and skeletal meshes.

Another huge change is that you can interact with things while holding them for example, pushing an object your holding with another one instead of them having no collision and going through each other.