System updates from inside the experiment.
Monitoring feed: Subject AIDA.
It’s been a while since my last update, so here’s where things stand.
Since my last post
- Added a Rocket Launcher prototype
- Rewrote the ammo/mags systems
- Added pickup system (hold button to pickup weapon)
- Tweaked zooming/sniper to be more halo1
- Added Camo
- Added some silly Ragdoll to dead players
I wrapped up what I’ve been calling Phase 1 of the project: a proof of concept that recreated the core feel of Halo 1. Weapons, respawn, physics, and movement were all working. That first phase was prototyping and learning. And it was a success.
But none of it was networked. Lol.
Once I reached that milestone, I took a break. I spent the last few weeks studying UE multiplayer systems and planning how I wanted to approach networking.
Now I'm started over.
This is Phase 2. I'm starting from scratch. Fresh project. Networking is being implemented in from the beginning. I’m using the Gameplay Ability System (GAS) for all player actions. Today I got all the movement and projectiles firing across the network. Animations are still horrible, but that’s a problem I’ll address later in Phase 3.
So what's next?
Over this next phase I’ll be bringing over the rest of the systems from the prototype to the new project. The goal this time is to keep things as simple and maintainable as possible.
Thanks again to everyone who’s been following along, and for understanding why I needed to pause before moving forward. Phase 1 proved the concept. Phase 2 is where it becomes playable.
