(Feedback Needed) Realistic First Person Guns - Begi {DevLog #1}

For the past week I have been actively working on creating a realistic first person weapon system.
Video:

The Game - Project Begi - Roblox

Here are some of the features:

1. Recoil - Player has to control recoil himself. Depending on the gun, recoil changes.

2. Spread - Bullet spread, which directly affects accuracy.

3. Bullet Drop, Speed, Size - Bullet speed is represents real bullet speed from those guns (For example AWM bullet speed in real life is 936 m/s, in the game it is exactly like that). Gravity affects bullets, so trajectory is an exponentially angling curve. Bullet size by itself is not a deciding factor in fights, but since realism, AWM bullet is bigger than glock bullet.

4. Velocity Depending Damage - Depending on the distance bullet has traveled at the moment of the hit, damage will vary.

5. Realistic Bullet Holes - Bullet hole size is also calculated like damage. Further the bullet has traveled, smaller the bullet hole size. On different materials, bullet hole texture, as well as bullet hitting sound is different.

6. Authentic Animations - I am not talking about animation quality. All the animations are made by me from 0, and I am not a professional animator. I am talking about authenticity - How gun’s bolt moves when shooting, how does reloading happen (replicates real reloading methods from real life)

7. No Viewport Frames - The game does not use Viewport Frames, what you see in first person, is exactly what other players see. This allows more authenticity.

8. Optimization - In theory, even if there are 60 players firing AK at full auto, there shouldn’t be any lag.

All feedback and suggestions on how to improve the weapon system are highly appreciated. Also please view this topic - How to develop this Parkour-Shooter? and help me with ideas on how to develop this.

If you liked the game, consider adding it to favorites and following, to not miss the release.

1 Like

the animations suck other than that good job.

I think you need to hide left arm for onehanded pistols, and zoom a little bit camera in.

With one handed left arm is only visible when running. Making it transparent would be very unrealistic. I could make it stay still when running, but the goal of the game is to replicate real life weapon behavior as much as possible. In real life it is not comfortable to shoot while running.

Zooming camera more makes it look weird.

The glock reload is just dropping the magazine and putting one in when the slider should go back and the slide catch should go up a bit to stop it going forward and the barrel should be tilted upwards. Then you can insert the magazine and either pull the slider back with the index finger on the frame and it will snap forwards or pull down the slide catch with you thumb while the index finger is on the frame and it will also quickly slide forwards. The case should be ejected after each shot and for the AWM it should eject when the bolt it pulled back. The guns should also shake while being fired because it looks like the players hands are as strong as clamps.

Thanks for the feedback.

I know about the glock reload. As you mentioned, the bolt doesn’t have to be pulled back after inserting the magazine, it can be reloaded by index finger. But since Roblox characters don’t have an index finger, or any finger for that matter, that has to be leaved to the player’s imagination. I am developing the system to realism to the extent that it is possible.

Hands do shake, even when not shooting, player is not holding the weapon still, it moves a bit around, + as I mentioned, there is a recoil, which you can also see in the video. Recoil is especially strong and noticeable in case of AWM.

I agree that case/shell should fly after shooting. The reason I didn’t do it, is because it would put 1.5x times as much load on the performance as there is now, because for realistic case/shell to fly after each shot, instanc.new or clone should be used. But since I agree that that is an important addition to the realism, I’ll look into it and see what I can do to make shells without affecting performance.

Hey! For It being in development for one week, its good. Although, It could have some improvements.
You could add custom animations for the gun (Idle, running)
You should make the arms higher to make It match the camera position (It looks u are a giraffe if you dont do that lol)
You should add a full auto Mode to that gun you showed as It is a Glock 18C.

I recommend you add aiming and leaning as It Will make It more realistic.

If you want, if you have not done It yet, you could add penetration, Blood effects and maybe tracer rounds.

Hope this helped! :slight_smile: