Great idea, however to make it less OP I suggest making it very visible to other players and so it also can be permanently or temporarily shut down by other firearms.
Tomura I know, there's a few realistic gadgets in the game: Ash's launcher, the flash & extendable shields are great realistic gadgets. How you presented the device actually seems well balanced due to the somewhat disorienting angles & sensitive moment while angled (the jumpy/ twitchy movement) i personally have a love/hate relationship with the game because I came into it late but I feel like a corner shot could level the playing field & make bold meta changes.
Maybe. There are a lot of properties than one could tweak to balance it, but it would probably one of those things that could easily be too weak or too OP. Also rendering that screen is not cheap, performance wise, because it essentially is a second viewport that has to rendered, whereas most screens in R6S (IQ, Pulse) are actually just transparent surfaces that apply certain effects to highlight other objects, so that might also come into play, as Ubisoft wants to make R6S playable on a large range of hardware. This would probably be able to tank the framerate on some mid-range PCs, depending on other graphics settings.
This would be perfect for VR. I wouldn't care to try this with mouse/keyboard. Edit: Oh I see! This isn't the only thing you're working on. That changes things.
haha, yeah sometimes I'm also thinking that it would be an interesting challenge to make a VR shooter work. Don't have any VR equipment though. I'm sometimes on the verge of buying a vive just to play around with it in UE4, but then common sense stops me, because I won't be using it so much that it will be worth it.
Hehe. I've converted so many people into VR you'd think it was my job. $200 will get your VR feet wet with a Mixed Reality Headset. But for the "best" VR experience, I suggest you visit a BestBuy, MicroCenter, or a Microsoft store and try out some of there VR Demo Stations. Most are mainly HTC Vive's But BestBuy Has Rift Stations and Microsoft Stores have both. MicroCenters, it depends. I love VR. I use my Rift everyday. In fact, I'm typing this while in VR :D. My friends have been trying to get me to come play games with them for days now but once I move my Rig to the basement, at least a week or so goes by before I move back into my room to play regular 2D games. If Gen2 VR is as good as I hope it'll be, my friends list if gonna take a hit XD.
@@DJHeroMasta So you can count me as one of the people you converted. Bought a Vive. It feels like an early adopters thing, but I think I can confidently say that this is how I'd like to experience games once we have figured it out. Definitely want to try out some things in UE4 once I've played around enough with it.
NO VA was thinking the same thing, with only a semi-auto handgun and a small screen like that would not be op at all. It would have its uses but it could be countered by either taking cover or rushing with any full auto defending weapon. And it would finally mean that Glocks are added in Siege which is another thing that's really missing, the operator would still have a primary and a Glock as a secondary which he could insert inside the cornershot. They plan to have 100 ops so we may see this in the future. And I play at diamond levels so I got a pretty rough idea of what's OP and what isn't.
NO VA heres the balance mecganics: 1.screen will show in lowered frames per second and laggy enemy so that it will be easier to be rushed by the defenders 2.mute jammers hard counter 3. 3 second delay between mouse click and gun firing. 4. Again,a rlly laggy screen by the time you see the enemy from around the corner he is probably alrdy rushing you.
Would be interesting to experiment with. I don't have VR equipment and I don't see myself buying some in the near future. Maybe that opinion will change once I experience VR, but currently I'm not that interested.
Tomura I definitely think your opinion will change once you try a Vive or something equivalent. It's insane and convinced me to buy one once I tried my friend's VR set. After I got mine 4 of my friends have gotten vr since they've played mine. It's definitely a "see it to believe it kinda thing"
I commented on another one of your videos wondering how you matched up the hand with the gun so perfectly during an animation, this video is a perfect example, when you cock the shotgun the hand stays "attached" at all times, could you explain how you did this?
Using skeletal controls I perform corrections on all animations to place and rotate the hands to the specified positions on the weapon. In particular is the Two Bone Controller and the Modify Bone Controller. The strength of this correction can be controlled with curves defined in the animations, so you can also adjust how much correction you want tied to an animation. So if there is a animation where the left hand releases the weapon I can just ramp out the correction while the hand should be away from the weapon and mainly controlled by animation. These positions can be attachment points, but because I abstracted the behavior with Getter and Setter functions I can also implement more complex stuff if I want to, like slightly changing the way the hand holds the grip of the MP7 when it is rotated. I would like to extend this system even more so that I could create procedural reload animations, but this would be a big project and I have still no idea how I would like to create the motion data for the reloads. Also the motion of the hands and fingers is another problem that cannot be solved without animations or a lot of calculation.
I can kind of see what you meant by the attachment points, maybe for say put some on the magazine and using the two bone or modify bone get the hand to "attach" to the attachment point? Thanks btw and keep doing what your doing its really good :D
Also i just noticed something, how did you get the fingers to align? I hate the design part of game making and more of a programmer if anything so i cant seem to figure out how the fingers stay so close the gun, i understand the hand it self staying attached through two bone ik but the fingers dont even sway from the gun, did you edit the animations through the engine to match up or was there some code involved?
What are you planning too do with these? Are you making your own game, showing off your skills (for hire), or selling assets? Just curious because this stuff is pretty good.
Mainly having fun with developing it and showing it. It would be cool to release a vertical slice at some point, because it's a waste if I don't, but there is no rush to do so.
It is not shooting perfectly sideways. So the recoil force as a vector would have a component lateral to the gun and axial. To be 100% honest, it just felt good this way, but it is also just a quick first definition of my recoil behavior, which would be something you'd adjust way later in development, while the current one would be more in a proof of concept style.
Hello, you mean that you get the Kubold Animations. Did these animations also include the Aiming like we see in youre Video? I mean these ADS Camera Aiming. Gat this Pack from Kubold these animations or have i animate these in 3D Max after seeling this Pack? I need a little bit help two get this aiming correct. With the Ue4 Starter Pack comes only Rifle Ironsights these i am create for an aimoffset. If you have an Idea to help, thank you.
No they don't come with the ADS. So on top of Kubolds animations I have multiple Bone-Controllers setup to control/refine the position and rotation of bones programatically. So there is a code layer on top of the animations that controls the position of the hands, head, feet, etc. Kubolds animations are the basis to make it look good, the bone controllers make it stable for First-Person, so that the head and weapon don't shake around too much and aim at the correct angle. Also details like weapon bobbing/lag/sway and recoil are layered on top programatically, so these kinds of movements can be controlled and modified by code, which is convenient for attachments that reduce recoil for example, because the animation can also portray that exact change in recoil. Or is a attachment improves accuracy while walking then I might reduce the weapon bobbing to communicate that fact to the player.
Thanks Man you saved my Money. For the Next Time i be testing more with the free Animation Pack before i buy this Pack from Kubold. I bought last week the Tps Starter Pack an sell the Cover aim Animations from Kubold 2 looks great when any Animation is set Correct, but all this take a lot off time to build. Thank you for youre fast answer. Thank you.
Yes you can prototype everything using what's available in the Epic content. If you look a bit back you can see some early parkour FPS stuff which I made using the starter animations by Epic and some crappy placeholders I've made myself. Always go functionality/logic first, when you develop. Animations, Models, etc are just a visual representation of what is happening on your code. So for example don't code around animations when it comes to movement, etc, make the animations match what is happening in your code.
I am setting Up today the Aim Offset an Camera in a Third Person Project to make FPS Shooter. When it comes to Play an Rifle Animation i dont now how two set the Time for the Palying Animation Correct. Under Animations it is set two 0.25 an 0.25 but the Animation itself is longer. I need a Singel shoot animation for the weapon and an Rifle shooting. Fire Rifle Ironsight is in the Animations list from the UE4 Starter Pack. It Plays all Correct in the Animations, but when it come s for me two Get in the Blueprint, put an input key for it, like the left mouse button, nothing happend. The Playing montage i set up is aint working. I was cuting the Animation an set the blend out an in Time up an Down Horrofully when nothing works easy like over one Key two put down. Thank you for youre Answer. I be looking in all the Forums around what has something to do with set Gun an Animation correct in Place in my Project. It will take a long Time, i am simple a beginner. Thank you anyway.
Nice! BTW which FPS did you have? Is it built-in UE4 camera or you made some customizations in render pipeline? Could you please share more info on this if possible ) Thanx! )
The recoil should be more symmetrical to the mechanism causing the inertia. If the cornershot is facing right the rest of the mechanism shouldn't recoil into the shoulder as it were firing straight forward. Nice video and good work
Thanks for the Videos you made. Can you answer me please one question please? How you made the Mannequin animations when you shoot them with the projectiles ? I made an Ai but these only go away when I shoot at them. It looks realy hard and brutal . heavy work .Thanks for the video's.
The animations aren't made by myself. They are from Kubold's RifleAnimPack Pro. These are mo-capped animations. Kubold seems to have a Motion Capture Space and Equipment so he can capture them (of course he also does the post-processing to make them game-ready). He has an youtube channel and is also available in the forums or somewhere.
Some are from the market place. Usually I create a model by myself if I cannot find them for a reasonable price. But as far as my skillset goes in gamedev I'm an all-arounder. I can do most of the tasks that are involved with game dev, and I can do them relatively well (I think), but I'm not a specialist in any of them, from a game development perspective. My educational background is in engineering (system/control theory, solid body dynamics), so some skills like programming, understanding of math, thinking in 3D during modeling and general problem solving skills come from that.
Ouh yeah I really like your work. I study at the moment game engineering in berlin, focus is gameplay programmer. In our school we creating a first person shooter and I have the luck to creating the AI. We also using UE4. Maybe its possible to add you on a sozial network like linkedin or something like this?
Aloe ah, ok. As far as assets go. The weapons and animations are bought from the market place. Attachments like sights are a mix of bought ones and ones I've made myself. Code and UI is 100% made by me, because thats the part I have most fun with. Though thats shifting. Lately I find 3d modelling more relaxing, after programming all the time at work.
I wonder why you stopped working on the game? it looks REALLY promising!!! Can i use your corner shot gun model in my commercial WIP game which u can check out on my channel? I will obviously give the credit, thanks :)
I think it's more about figuring out how implement something and make it work, than making a full game. How much I program in my freetime also depends a bit on how much programming I do at work (originally I worked in simulation, but while I'm still working there, it's moving more and more towards web dev, as some stuff moves to the cloud and requires services) I you need the model, it's on sketchfab, so grab it fast, because I don't know what happens to it, once fab is launched and replaces sketchfab. sketchfab.com/3d-models/cornershot-14756f931a9f45559ccb7217ebb03e84
The whole project probably never, because of some marketplace content and someone will with 100% probability just take everything, add some marketplace content to it and release it on steam and then my name it attached to a shitty asset flip. I used to have just the source code I have written on an private git repository for people I know and trusted, but I might at some time make a public repository with just the C++ code. I think this way only developers who are somewhat serious about understanding the code can work/learn from it. (Don't know if there is a lot to learn because there also is a lot of quick&dirty code in there). And even if someone manages to compile it they still have to build their own game around the systems. Also if it would be available in a more official way it would pose a lot of support effort from my side, which believe I cannot do.
I did the gameplay programming, completely on my own. Some of the 3D models are also made by myself, like the corner shot or some weapon attachments. Animations, effects and a lot of weapons are bought, I am mainly a programmer and not a 3D modeler or animator, but I know enough to also do these tasks if I need something., like the corner shot.
The Corner Shot is angled at 60 degrees. So there are components of the force that point to the side and components that point towards the shooter. The support is done with the shoulder due to the stock, the trigger hand, and the hand holding the handle. Due to the shoulder stock the force towards the shooter is in line, which means we have mostly translation. towards the side the only support is at the bottom of the gun (hands) while the force is more to the top. Which means that we have some lever effect, which will create mostly rotation. Part of it also comes from that I found too much recoil to the side disorienting. The recoil curve is also only temporary proof of concept implmentation. The system has the ability to do recoil animations in X,Y,Z, Yaw, Pitch, Roll. Reading from the feedback here I think it has to be adjusted a bit at some point in time, because it is important that the animations reflect the expectations.
I'm thinking about what I make available in what way. Models like the corner shot and some of the attachments are pretty unproblematic to release, because I made the model and materials completely myself. The project itself is a bit more problematic because it relies on some marketplace content (animations, weapons, particles, whereas the animations are the problem, because a lot is tied to them) But don't expect anything short term. I have no urgency in releasing this stuff, so I'll probably take my time in my decision.
sounds awesome man it looks amazing, good job! id love to know what marketplace items were used and could you make a tutorial just for this one it reminds me of the sniper from halo 3 where it displays everything on the tiny screen.
They have this in the movie too, though I didn't watch it. AFAIK, this device was created for the Israeli special units and seems to be in use now in a lot of special units or in law enforcement.
It limits you ability to shoot at targets Infront of you and since it only works with a pistol your capabilities against armoured opponents will be limited if that becomes a feature in the game
New rainbow six siege operator
Too OP
if this monster gets added to R6 ı will fkn delete it.so the game would be unplayable to play
Shinnapat Leungphetngam not true
you haven't played much r6 then...
Great idea, however to make it less OP I suggest making it very visible to other players and so it also can be permanently or temporarily shut down by other firearms.
You are the best fps developer. Very Good Job!
Thanks a lot. I'm kind of sorry that I don't work on this project very often lately.
You should release this project as a game on steam when you are finished developing it.
No hes not
Paulsen you must be real fun at parties.
I am haha :)
I think this would be amazing for Rainbow 6 siege
I'm still asking myself why they didn't already add it. It's something that is actually used by special forces, unlike a lot of the gadgets in Siege.
Tomura I know, there's a few realistic gadgets in the game: Ash's launcher, the flash & extendable shields are great realistic gadgets. How you presented the device actually seems well balanced due to the somewhat disorienting angles & sensitive moment while angled (the jumpy/ twitchy movement) i personally have a love/hate relationship with the game because I came into it late but I feel like a corner shot could level the playing field & make bold meta changes.
that would probably allow you to be able to hold an angle without being in the line of fire. In my opinion, it seems kinda OP
Maybe. There are a lot of properties than one could tweak to balance it, but it would probably one of those things that could easily be too weak or too OP.
Also rendering that screen is not cheap, performance wise, because it essentially is a second viewport that has to rendered, whereas most screens in R6S (IQ, Pulse) are actually just transparent surfaces that apply certain effects to highlight other objects, so that might also come into play, as Ubisoft wants to make R6S playable on a large range of hardware.
This would probably be able to tank the framerate on some mid-range PCs, depending on other graphics settings.
besides probably being op, yup
WE NEED THIS IN SIEGE
Love the aesthetic of the scenery
wazowski.exe is not working its just unreal 4
SrLiam i know
probably the most impressive and unique gun I've seen on an FPS in a long time.
It's actually in rl
Pls continue with this man. This is great
dude this is dope, good job!
Thats sick as man. Keep the awesome work up. 😆.
This would be perfect for VR. I wouldn't care to try this with mouse/keyboard.
Edit: Oh I see! This isn't the only thing you're working on. That changes things.
haha, yeah sometimes I'm also thinking that it would be an interesting challenge to make a VR shooter work. Don't have any VR equipment though.
I'm sometimes on the verge of buying a vive just to play around with it in UE4, but then common sense stops me, because I won't be using it so much that it will be worth it.
Hehe. I've converted so many people into VR you'd think it was my job. $200 will get your VR feet wet with a Mixed Reality Headset. But for the "best" VR experience, I suggest you visit a BestBuy, MicroCenter, or a Microsoft store and try out some of there VR Demo Stations. Most are mainly HTC Vive's But BestBuy Has Rift Stations and Microsoft Stores have both. MicroCenters, it depends. I love VR. I use my Rift everyday. In fact, I'm typing this while in VR :D. My friends have been trying to get me to come play games with them for days now but once I move my Rig to the basement, at least a week or so goes by before I move back into my room to play regular 2D games. If Gen2 VR is as good as I hope it'll be, my friends list if gonna take a hit XD.
Mixed reality headset? What product?
@@DJHeroMasta So you can count me as one of the people you converted. Bought a Vive. It feels like an early adopters thing, but I think I can confidently say that this is how I'd like to experience games once we have figured it out. Definitely want to try out some things in UE4 once I've played around enough with it.
@@TomuraDev Awesome! What have you experienced so far?
How do you set up the aiming? Do you use a separate camera or an animation?
A procedural animation using Bone Controllers
Ah k, thanks
This will be an awesome game , I’m getting it when it comes out for sure
Shotgun wheel is ejecting out the left , through the reciever
Corner shot looking sweet
Have a Corner-Shot.
0:58
*_proceeds to rush through stairs with zero fucks_*
Gives me Get Even flashbacks
We need this in r6 siege.
Tyngchinchilla Chang bro...stop, this would kill the game, it wouldve been so fucking op
NO VA was thinking the same thing, with only a semi-auto handgun and a small screen like that would not be op at all.
It would have its uses but it could be countered by either taking cover or rushing with any full auto defending weapon. And it would finally mean that Glocks are added in Siege which is another thing that's really missing, the operator would still have a primary and a Glock as a secondary which he could insert inside the cornershot. They plan to have 100 ops so we may see this in the future. And I play at diamond levels so I got a pretty rough idea of what's OP and what isn't.
NO VA heres the balance mecganics:
1.screen will show in lowered frames per second and laggy enemy so that it will be easier to be rushed by the defenders
2.mute jammers hard counter
3. 3 second delay between mouse click and gun firing.
4. Again,a rlly laggy screen by the time you see the enemy from around the corner he is probably alrdy rushing you.
Tyngchinchilla Chang too much I think 3 seconds is a lifetime in Siege
Captain Old Snake alright. But the devs can nerf or buff it and make it work from there.
Nice work as always!
Would be a great VR game!
Would be interesting to experiment with. I don't have VR equipment and I don't see myself buying some in the near future. Maybe that opinion will change once I experience VR, but currently I'm not that interested.
Tomura I definitely think your opinion will change once you try a Vive or something equivalent. It's insane and convinced me to buy one once I tried my friend's VR set. After I got mine 4 of my friends have gotten vr since they've played mine. It's definitely a "see it to believe it kinda thing"
Super hot 2!!!!
The trijicon RMR is a red dot just to let you know if you're looking for authenticity. It's not a green triangle.
Why is the recoil still back towards the shoulder? Shouldn't it be perpendicular to the weapon's stock, back and away from the pistol?
Maybe give a way to adjust the zoom?
Omg fuck awesome ♥️♥️ amazing work ue4 🔥🔥🔥🔥 best work
The corner shot looks so cool good job dude! I wish I was as good as you though, I just started using ue4 and im kinda new to c++
looking forward to a game like this
How do you get that interaction HUD to work I want to know since this will fit the style of a game I’m making
Loud and clear dictor-like phrases would sound more authentic.
I commented on another one of your videos wondering how you matched up the hand with the gun so perfectly during an animation, this video is a perfect example, when you cock the shotgun the hand stays "attached" at all times, could you explain how you did this?
Using skeletal controls I perform corrections on all animations to place and rotate the hands to the specified positions on the weapon. In particular is the Two Bone Controller and the Modify Bone Controller. The strength of this correction can be controlled with curves defined in the animations, so you can also adjust how much correction you want tied to an animation. So if there is a animation where the left hand releases the weapon I can just ramp out the correction while the hand should be away from the weapon and mainly controlled by animation.
These positions can be attachment points, but because I abstracted the behavior with Getter and Setter functions I can also implement more complex stuff if I want to, like slightly changing the way the hand holds the grip of the MP7 when it is rotated.
I would like to extend this system even more so that I could create procedural reload animations, but this would be a big project and I have still no idea how I would like to create the motion data for the reloads. Also the motion of the hands and fingers is another problem that cannot be solved without animations or a lot of calculation.
I can kind of see what you meant by the attachment points, maybe for say put some on the magazine and using the two bone or modify bone get the hand to "attach" to the attachment point? Thanks btw and keep doing what your doing its really good :D
Also i just noticed something, how did you get the fingers to align? I hate the design part of game making and more of a programmer if anything so i cant seem to figure out how the fingers stay so close the gun, i understand the hand it self staying attached through two bone ik but the fingers dont even sway from the gun, did you edit the animations through the engine to match up or was there some code involved?
What are you planning too do with these? Are you making your own game, showing off your skills (for hire), or selling assets? Just curious because this stuff is pretty good.
Mainly having fun with developing it and showing it.
It would be cool to release a vertical slice at some point, because it's a waste if I don't, but there is no rush to do so.
Wow those graphics!!!
i wonder if the direction controls work as sliders
Seems like it could do with a little bit of a bigger or less zoomed in screen.
How you download? Ireally like it
How does the gun recoil upwards while it’s shooting sideways?
It is not shooting perfectly sideways. So the recoil force as a vector would have a component lateral to the gun and axial.
To be 100% honest, it just felt good this way, but it is also just a quick first definition of my recoil behavior, which would be something you'd adjust way later in development, while the current one would be more in a proof of concept style.
Is this on steam because I would love to get it.
Hello, you mean that you get the Kubold Animations. Did these animations also include the Aiming like we see in youre Video? I mean these ADS Camera Aiming. Gat this Pack from Kubold these animations or have i animate these in 3D Max after seeling this Pack? I need a little bit help two get this aiming correct. With the Ue4 Starter Pack comes only Rifle Ironsights these i am create for an aimoffset. If you have an Idea to help, thank you.
No they don't come with the ADS.
So on top of Kubolds animations I have multiple Bone-Controllers setup to control/refine the position and rotation of bones programatically. So there is a code layer on top of the animations that controls the position of the hands, head, feet, etc. Kubolds animations are the basis to make it look good, the bone controllers make it stable for First-Person, so that the head and weapon don't shake around too much and aim at the correct angle.
Also details like weapon bobbing/lag/sway and recoil are layered on top programatically, so these kinds of movements can be controlled and modified by code, which is convenient for attachments that reduce recoil for example, because the animation can also portray that exact change in recoil. Or is a attachment improves accuracy while walking then I might reduce the weapon bobbing to communicate that fact to the player.
Thanks Man you saved my Money. For the Next Time i be testing more with the free Animation Pack before i buy this Pack from Kubold. I bought last week the Tps Starter Pack an sell the Cover aim Animations from Kubold 2 looks great when any Animation is set Correct, but all this take a lot off time to build. Thank you for youre fast answer. Thank you.
Yes you can prototype everything using what's available in the Epic content. If you look a bit back you can see some early parkour FPS stuff which I made using the starter animations by Epic and some crappy placeholders I've made myself.
Always go functionality/logic first, when you develop. Animations, Models, etc are just a visual representation of what is happening on your code. So for example don't code around animations when it comes to movement, etc, make the animations match what is happening in your code.
I am setting Up today the Aim Offset an Camera in a Third Person Project to make FPS Shooter. When it comes to Play an Rifle Animation i dont now how two set the Time for the Palying Animation Correct. Under Animations it is set two 0.25 an 0.25 but the Animation itself is longer. I need a Singel shoot animation for the weapon and an Rifle shooting. Fire Rifle Ironsight is in the Animations list from the UE4 Starter Pack. It Plays all Correct in the Animations, but when it come s for me two Get in the Blueprint, put an input key for it, like the left mouse button, nothing happend. The Playing montage i set up is aint working. I was cuting the Animation an set the blend out an in Time up an Down Horrofully when nothing works easy like over one Key two put down. Thank you for youre Answer. I be looking in all the Forums around what has something to do with set Gun an Animation correct in Place in my Project. It will take a long Time, i am simple a beginner. Thank you anyway.
wou if you continue like this you will have the best game of this type follow my best wishes for your project
How did you do the magnifying glass? I cant even do a basic body.
Usually to make this mini game it takes a team of devs.
Nice! BTW which FPS did you have? Is it built-in UE4 camera or you made some customizations in render pipeline? Could you please share more info on this if possible ) Thanx! )
THIS WOULD BE PERFECT FOR READY OR NOT
Will you put this in the UE4 marketplace?
The recoil should be more symmetrical to the mechanism causing the inertia. If the cornershot is facing right the rest of the mechanism shouldn't recoil into the shoulder as it were firing straight forward. Nice video and good work
Looks great
i always dreamed with this kind of weapon
Thanks for the Videos you made. Can you answer me please one question please? How you made the Mannequin animations when you shoot them with the projectiles ? I made an Ai but these only go away when I shoot at them. It looks realy hard and brutal . heavy work .Thanks for the video's.
The animations aren't made by myself. They are from Kubold's RifleAnimPack Pro.
These are mo-capped animations. Kubold seems to have a Motion Capture Space and Equipment so he can capture them (of course he also does the post-processing to make them game-ready). He has an youtube channel and is also available in the forums or somewhere.
can you upload the project or the tuto ? please
When will this be available
Wa game is this ur working on?or is it out already
We’re can I get this
Do you creating all 3d models alone?
Some are from the market place. Usually I create a model by myself if I cannot find them for a reasonable price.
But as far as my skillset goes in gamedev I'm an all-arounder. I can do most of the tasks that are involved with game dev, and I can do them relatively well (I think), but I'm not a specialist in any of them, from a game development perspective. My educational background is in engineering (system/control theory, solid body dynamics), so some skills like programming, understanding of math, thinking in 3D during modeling and general problem solving skills come from that.
Ouh yeah I really like your work. I study at the moment game engineering in berlin, focus is gameplay programmer. In our school we creating a first person shooter and I have the luck to creating the AI. We also using UE4.
Maybe its possible to add you on a sozial network like linkedin or something like this?
How did you manage to import your own anims? or was 3rd person used?
Cool vid bro
What a charming game
looking good, keep up the great work dude!
Funny how the recoil is still towards your body and not sideways when shooting sideways XD
Now I really want a new SWAT game based on this engine.
David Tran unreal
What loadout asset is that? I've seen it on Burst: The Game too..
Made it myself. wtf is Burst: The Game?
An asset flip on Steam.
Aloe ah, ok. As far as assets go. The weapons and animations are bought from the market place. Attachments like sights are a mix of bought ones and ones I've made myself. Code and UI is 100% made by me, because thats the part I have most fun with. Though thats shifting. Lately I find 3d modelling more relaxing, after programming all the time at work.
xD this response is GOLD
Then can you explain why they are NEARLY EXACTLY THE SAME. JUST HELP A MAN OUT
Where's the Kitty cornershot at?
Make me a fluffy Kitty 3d model to attach to it :D
I wonder why you stopped working on the game? it looks REALLY promising!!! Can i use your corner shot gun model in my commercial WIP game which u can check out on my channel? I will obviously give the credit, thanks :)
I think it's more about figuring out how implement something and make it work, than making a full game. How much I program in my freetime also depends a bit on how much programming I do at work (originally I worked in simulation, but while I'm still working there, it's moving more and more towards web dev, as some stuff moves to the cloud and requires services)
I you need the model, it's on sketchfab, so grab it fast, because I don't know what happens to it, once fab is launched and replaces sketchfab.
sketchfab.com/3d-models/cornershot-14756f931a9f45559ccb7217ebb03e84
very creative
Inspired by Get Even? Either way, looks sick 👌
I swear I've played with a gun like this in a game before, in a game called Get Even
Can i buy it?
Classic stealth "I heard something" after a gunshot happens.
Will this project and assets be available to download anytime? I appreciate your work.
The whole project probably never, because of some marketplace content and someone will with 100% probability just take everything, add some marketplace content to it and release it on steam and then my name it attached to a shitty asset flip.
I used to have just the source code I have written on an private git repository for people I know and trusted, but I might at some time make a public repository with just the C++ code. I think this way only developers who are somewhat serious about understanding the code can work/learn from it. (Don't know if there is a lot to learn because there also is a lot of quick&dirty code in there). And even if someone manages to compile it they still have to build their own game around the systems.
Also if it would be available in a more official way it would pose a lot of support effort from my side, which believe I cannot do.
Looks dope! :D Did you made that at your own or are these assets ?
I did the gameplay programming, completely on my own. Some of the 3D models are also made by myself, like the corner shot or some weapon attachments.
Animations, effects and a lot of weapons are bought, I am mainly a programmer and not a 3D modeler or animator, but I know enough to also do these tasks if I need something., like the corner shot.
Tomura Keep the good work! :D
@1:00 didnt check that corner, could have anti-alived
Hold up! What game is this? This looks sweet!
Unreal 4?
yes
I want this in ready or not
Might be cool. I'm really looking forward to that game.
Hey man, you got a great thing going on, I hope you don't mind if me and my team get inspired by the gun concepf
You should definitely do tutorials you make some very amazing things!
The first weapon could be awesome as a superhot sequel or as an operator in rainbow six
why would it recoil towards the person
The Corner Shot is angled at 60 degrees. So there are components of the force that point to the side and components that point towards the shooter.
The support is done with the shoulder due to the stock, the trigger hand, and the hand holding the handle. Due to the shoulder stock the force towards the shooter is in line, which means we have mostly translation. towards the side the only support is at the bottom of the gun (hands) while the force is more to the top. Which means that we have some lever effect, which will create mostly rotation.
Part of it also comes from that I found too much recoil to the side disorienting.
The recoil curve is also only temporary proof of concept implmentation. The system has the ability to do recoil animations in X,Y,Z, Yaw, Pitch, Roll. Reading from the feedback here I think it has to be adjusted a bit at some point in time, because it is important that the animations reflect the expectations.
great for RB6S
how do u do the ais?
Do you work on games or is this just a passion project for you?
passion project
idk wtf this is but it's cool
Don't now why, but it feels soo weird aiming through the screen in a corner xD
Any Chance for a download?
I'm thinking about what I make available in what way.
Models like the corner shot and some of the attachments are pretty unproblematic to release, because I made the model and materials completely myself.
The project itself is a bit more problematic because it relies on some marketplace content (animations, weapons, particles, whereas the animations are the problem, because a lot is tied to them)
But don't expect anything short term. I have no urgency in releasing this stuff, so I'll probably take my time in my decision.
sounds awesome man it looks amazing, good job! id love to know what marketplace items were used and could you make a tutorial just for this one it reminds me of the sniper from halo 3 where it displays everything on the tiny screen.
What's the game going to be called?
There's already a game called
Get Even
I think that the gun that can tilt should be made it can help swat and police too
It already is in use by Special Units and Law Enforcement, as far as I know. I think it was developed for an Israeli special unit.
WAD WAZ DATT?
I can not load ?
Are you from the Get Even developers?
nope
Sully weapon
Damn Daniel
R6?
Shotgun?... just if not more effective.
the uzi, red dot, and holographic reminds me pubg
This is from wanted right?
They have this in the movie too, though I didn't watch it.
AFAIK, this device was created for the Israeli special units and seems to be in use now in a lot of special units or in law enforcement.
New R6 gadget :D
The gun in the beginning is too op
and to think it exists in the real world!
"MaN LiFe Is So Op Do0d, WhY CaN'T LiFe Be MoRe FaIr :'/ :'/ "
It limits you ability to shoot at targets Infront of you and since it only works with a pistol your capabilities against armoured opponents will be limited if that becomes a feature in the game
Jimas213 mc switch your weapon. Simple.
This good
when this game come
Soon. Which is a point in time between now and the end of time.
Truth to be told. I don't know.
Tomura This is totally awesome!! I wish you make a good game
What program is this
Unreal Engine 4
Game?
That corner gun is from get even
superguyps3 or Israel
elektron117 what ? What does isreal have to do with the corner gun
Jesus superguyps3 you are a fucking dolt aren't you? This is a real life weapon invented over in Israel.
Skyslimit86 what are you fucking rude ? You think i have to know about every gun invented around the world ?
No, it's from real life. You might have heard of it, it gets pretty mixed reviews.
This would make for an interesting attacker gadget in Rainbow Six Siege.
Too bad Ubisoft devs are so stuck on traps and tracking right now.
this reminds me the ghost recon 2 video game
What game is this?