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.
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