Luís G. Bento
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epicmcdude.bsky.social
Luís G. Bento
@epicmcdude.bsky.social
Working on an unannounced tactical-arcady FPS game

Made Imsim RPG: http://store.steampowered.com/app/2017610/Co
Soundtrack: https://noai.bandcamp.com/album/corpus-edax-original-soundtrack
Free Textures: epicmcdude.itch.io
Banner: @esanchezill.bsky.social‬
After all of that, we're now done firing we can spawn the casing with previous random values, remove a bullet from the UI/gun ammo and we wait for the gun's RPM to cycle until we can go back to waiting for the input so we can do it all over again!
November 12, 2025 at 6:41 PM
Whatever object we hit, if it has a "Health" component then we send a "Damage" event to it, can be glass, door or an NPC. We also do bullet penetration logic during the same frame, we do a second Raycast outwards starting from the first bullet hit
November 12, 2025 at 6:41 PM
After calculating the bullet inaccuracy we get that data and do a Raycast from the gun's muzzle, basically a laser that tells us what we hit in the game world, and based on what it hit we go to the different states (like hit an NPC, hit a barrel, hit glass etc)
November 12, 2025 at 6:41 PM
Here is where all the Recoil feedback is done, from the gun moving up, to the recoil pattern, to bullet spread, to the camera going up, to camera shake - everything is calculated and then smoothed out to the default values over an x amount of seconds, usually half a second
November 12, 2025 at 6:41 PM
Passing the ammo check, we go to the VFX state where I calculate the Player and Gun's forward as a base reference for random values for the casing's velocity, so that casings flying out look more natural. Then I send the Recoil event to a separate logic container-
November 12, 2025 at 6:41 PM
We start by waiting for an input, so we wait for the "Shoot" button to be pressed so that the event "Shoot Single Fire" is triggered, then once we're there we need to check if the gun has ammo before we proceed to the shooting logic
November 12, 2025 at 6:41 PM
I've gotten a few messages from people curious about game development so I thought it would be cool to show whats happening during 1 frame of gameplay when shooting a weapon in the game
November 12, 2025 at 6:41 PM
New enemy NPC model acquired 🔫
November 12, 2025 at 3:39 AM
Starting off with an excellent immersive-sim bundle hell yeah
November 11, 2025 at 7:06 PM
Type 64 SMG with integrated suppressor. finding it hard getting a good balance between a good enough but fast animation so the 20-round mag doesn't get annoying to reload
November 11, 2025 at 6:02 PM
Cuban FAL and Chinese CQ-311 are animated! Big difference in recoil too
Trying to power through the rest of these regular firearms so I can start adding some niche things like the medieval handgonne and crossbow and some other equipment
November 6, 2025 at 11:53 PM
Playing Neverdead on RPCS3 and there's some super funny ideas at play here - doing puzzles with your decapitated head, ripping off your limbs to throw them as grenades or bait and shooting the environment to collapse ceilings or structures on top of enemies
November 6, 2025 at 3:29 PM
Got the QBU-88 DMR and the CZ75 pistol animated, also trying out some gory VFX for headshots and wondering if it's worth extending to the limbs
November 4, 2025 at 9:19 PM
Time to play that Suicide Squad game
October 31, 2025 at 2:06 AM
East German Wieger 942 and the bullpup High Standard Model 10 shotgun with integrated flashlight have joined the roster!
Also trying out some post-processing stuff, sorry for the weird bloom
October 30, 2025 at 9:52 PM
My favorite one, definitely putting a medieval handcannon in the game!
October 14, 2025 at 3:57 PM
Went to the national military museum, lots of WW1 and medival equipment/weaponry.
Stielhandgranate is way bigger than I thought, the scale in movies and games really doesn't do it justice
October 14, 2025 at 3:54 PM
lol
October 9, 2025 at 3:32 PM
October 2, 2025 at 3:14 PM
I'm bringing back anamorphic lens bloom, this is now the game's final look
October 1, 2025 at 4:47 PM
now this is videogaming!!
September 30, 2025 at 2:56 AM
Made a third-person mode, more like a proof-of-concept at the moment since there's lots that's glitching out but I'm really digging it!
September 28, 2025 at 5:36 PM
I think I'll go with particles for breaking glass, has more spectacle and I can still influence the direction of the particles for explosions. Can also have the glass be any shape and the particles will spawn correctly around whatever mesh shape!
September 27, 2025 at 7:52 PM
September 25, 2025 at 7:50 PM
Been testing breaching charges and glass shattering; first glass has every shard as a physics object, it's heavier but looks nicer, the other one is a particle system where the performance hit is negligible but doesn't look as nice hmm...
September 25, 2025 at 6:54 PM