System updates from inside the experiment.
Monitoring feed: Subject AIDA.
The last few days were lost in Unreal’s physics system. Impulse, velocity, mass, friction, damping, bounce thresholds. Everything changes everything. A mess of variables. Thanks to Husky211 for helping me through. And to sitristahl, snipysnap, chuckwolfman for keeping me company as I changed one decimal at a time for hours.
In the end, I've found that for throwing grenades (and lineups), Unreal Engines newer physics is not going work. It's great for everything else, but there's just no physics recipe that feels right for lineups without a hacky compromise like dropping the world gravity to 1/10th. No thanks. So just for throwing grenades, I'm using their simpler projectile system instead. It looks a little... old, but the results are surprisingly good. Nading weapons to yourself, just like in Halo CE, works. And it feels good. That alone is a win.
On the flip side, objects affected by the blast, dropping items to the floor (on death or on weapon swap), etc. are all using the new physics. Bit of a physics duality.
I'm feeling pretty good now that the big weapon system backend (pickups/ammo counters/swapping guns, dropping guns), is all complete. So is the grenade system backend. Both Keyboard + Controller is working nicely. I think I'm making good progress.
Random thought from bed last night:
What if players picked a class at spawn? Ult ability with a big cooldown. Flash a corner. Stun through a wall. Valorant? Kinda. But stripped. Minimal.
Not the game I’m building but fun to think about.
📁 /PROGRESS: stable
📁 /BUILD: growing
