Progress report from 18.04 :
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OGZ: Progress Report 4/18/2024 Completion of Overhauled Combat Fundamental Task
Hey guys, how are you guys doing?
I could manage to get the
Overhauled Combat Systems in place in the last 2 weeks and this took me 4 months to actually get it in place. There are still some missing mechanics such as
Throwing Object,
Stealth Crawling and
Guarding for Melee Weapon but these 3 can come later since the combat fundamental is in place now. 1/3 of the systems is already finished which is a big deal (Based on my consistent plan and goal)
The art is at lowest priority currently since the game development is pretty much all about the coding rather than about the art and graphics. I'm actually excited to focus on the quality of art but the code and system must come first.
The art and graphics will be at my highest priority once the game systems and mechanics are all in place (and your guys' eyes will be pleased, I'm sure of it, not a difficult part also)
My plan is to focus on the
World Fundamental and fill it with the actual game mechanic (no more concept mechanics) and my first next task is
Safe Room System which is heavily inspired by
MHW's tent and
Death Stranding's Private Room.
Anyway, let's have a look at the stuff I did in the last 2 weeks.
Systems
Additional Progress on Downed/Staggered State System
Now the sequence system will run another intro animations for the
Struggle Sequence while the character is downed. Nothing much to it but it sure does make the movement more believable.
Bullet Hit Impact Reaction System (V2)
Speaking of Firearm combat, I found it clucky and wasn't good enough especially the feel of impact. So I've overhauled
Hit Reaction system especially for bullet/firearm. Now player can shoot the enemy in the weak spots such as head or legs to make them stun lock and send them ragdolled afterwards.
Advanced Custom Keybind System (V1)
Player can now custom the input and keys themselves. The system also supports different type of input pressing such as
hold the key until specific second or
release the key before specific second.
Adjustments
Adjusted and Improved AI Behavior
AI now will stand still for 10 seconds after they successfully or failed to reach their destination which opens the opportunity for player to stealth kill the enemy. Enemy will never detect the player movement if player is walking or crouching.
Rebalanced Firearm Damaging and Controlling
Player will still lose the firearm accuracy while walking but it's not too punishing anymore. Now shooting while walking is possible to hit the target.
Firearm hitbox size is increased based on the distance between the shooter and the hit location.
Taking cover will boost the firearm accuracy by x1.5.
Headshot damage bonus is reduced from x15 to x3.5 and bullet close ranged damage bonus is reduced from x5 to x1.5.
It's so to speak that the firearm just got heavily nerfed but in exchange of much higher ammo capacity and accuracy.
Adjusted and Improved Movement
Now player can run while switching and reloading weapon. Can also dash while reloading but player can't dash during early part of melee attack animation (can still dodge)
Tasks
My focus will be at the
Safe Room System but once it's game ready, I'll focus on adding the
variation of the
humanoid mutants into the game next.
Overhauling Quick Item Menu is also on my plan. Not sure if the next build will contain
free roam map or just
procedurally generated dungeon map.
Closed Testing Result for
Combat Fundamental Stress Test
I've got the test result better than I've expected as the combat is actually stable and has fewer bugs and issues than I've imagined (which I've already solved since days ago)
Mod and
Plugin are working and correctly loaded. Manually
Patching also has no issues. (Which is now a clear path for me and Gato about adding the additional contents via mods)
I hope the Closed Testers will drop some feedback here if they got time.
Drawing
You guys can expect the drawing to drop on
Pixiv in a few days. This time for real.
That's all for today. I hope you guys enjoyed the progress I've done so far.
Have a nice day, see you guys next post.
Matto.
"
He does what he has to do.
Having base graphics to then work on core mechanics is important. Having the base graphics, he focuses now as he says in mechanics implementation.
If people only look for porn, there are many hubs. But games with porn means there is a need for mechanic implementations. VN / renpy's and other type of porn games like that, also have a need for mechanics, even if those may be easier to dev and implement.
Here, about full fledged 3d game, may it be made on UE or Unity, there is a time you're forced to focus on pure coding, for the sake of making a product you may find good.
Let see how the project continues to evolve. For now, Matey seems consistent. Not towards the "players" but toward himself, which is better than on the other hand. He seems to be more looking into a product he may be "proud" of, instead of a product of pure appeal to everyone.
"proud" because porn may not be smth we may be in fact really proud of.