travp333.bsky.social
@travp333.bsky.social
Made raycast projectiles subject to recoil and physics, made ammo persistent across weapon drops and pickups
July 25, 2025 at 6:11 PM
Created some targets to shoot at and added physics knockback to projectiles.
July 10, 2025 at 8:52 PM
More contextual animations, note the hammers on the shotgun. Also made the amount of projectiles spawned per shot as well as the spread configurable on the bullet itself, allowing for a shotgun styled spread. This setup allows swapping ammo types easily, ie slugs, buckshot, etc.
July 10, 2025 at 8:51 PM
Additionally I have set up the option to create Counter Strike styled recoil patterns, as well as a configurable bloom value that will work alongside it. The pattern created here is greatly exaggerated, but it is all pretty easily adjustable. It doesn't apply to the hitscans yet though.
July 10, 2025 at 8:46 PM
Also got contextual animations set up, so in this case the slide stays forward once the gun is out of ammo, which means in the reload when you're out of ammo you need to pull the slide back, but if there is still a round in the chamber you can just replace the magazine.
July 10, 2025 at 8:44 PM
I have the projectiles set up on a system that switches between physics based projectiles or a raycast depending on your distance to the target, this way I can save some resources and make close range encounters feel more consistent.
July 10, 2025 at 8:41 PM
Doctors should be allowed to leave little treats in your body for you during surgery
July 9, 2025 at 4:14 PM