Just hit 2.5K subs! Thanks everybody! You can download the latest input test build here: simulacrum-games.itch.io/weapons-manual (And don't forget to read the controls: itch.io/t/3319798/control-scheme-v1 )
That awesome “hey you gave me money sorry about that the games free did you want your money back?” Answer “nah man lol I meant to do that” so wholesome
Mass can change without changing the size of a bullet -> density of material used, or composition of multiple matrials -> tungsten vs steel... fmj, greentip, hollow point etc. Love your vids, great work you are doing
This is a very cool game and topic, after just playing the game I noticed that my hand had to spider across the keyboard do do things, I think a good way of combating this is to make the aim and the manip mode both toggle able so you can have your other hands free.
I think the controls will definitely get simpler before release (after they reach maximum complexity at some point mid-development). At some level, I wanted holding the keys to be representative of holding the gun up in front of you, since in your typical FPS you're never "relaxed" you're just always holding the gun ready to shoot whatever walks in front of you. The current way (in theory) forces your real self to also switch modes between being "alert" and being "relaxed". But I fully expect to have to pull back on such ideas for accessibility and whatnot.
"You won't have access to this tool in the game, you'll have to feel it out through testing... and sometimes your gun will explode!" - I love how happy you sound while saying that last bit! xD Also, that sounds like a cool way to encourage care during experimentation. Also, it's probably important to consider control remapping, gamepad support (if you can), and laptop-friendly control scheme options. Of particular note with that last bit is that laptop scrolling is sometimes not correctly recognised in games. There's no issue with making any major game engine accept the correct input, but there are ways to map things onto scrolling which tie it explicitly to a mouse scroll wheel, not a scroll input from a touchpad. Also about 99% of laptops don't have middle mouse button mapped, so options to put that input on a key somewhere is probably a good idea too. Might be too early to go deep into the controls, but... worth mentioning as something to keep in mind, at least?
This is exactly what I wish more (hell, *_all_* ) games did; focus on emergent design and making the player become *_competent,_* not just skilled. Every core gameplay mechanic that you make dynamic instead of predefined immediately makes the game that much more fun and engaging. ( *_especially_* if you have enough mechanics like that that each player will be able to specialize and slowly develop their own special blend of kick-ass)
It's really interesting for me, not only because it's my first time following a project from this early on, but also because I really like immersive elements in games and your ideas are also really cool! Wishing you and this project the best :D
I just found your channel and I love the style of your devlogs. It's fun to see your problem solving process. Cool game idea too. Can't wait to see how it turns out!
The channel membership special emotes are mainly used in UA-cam streams so if you don’t plan on doing streams in the future it would probably be a bit of a waste of time but I’m only one person and you should see others opinions as well before deciding
Thanks, I appreciate it! There's all these weird micro-income monetization methods nowadays 😵💫 If people want to support the channel their way, I don't mind, but sometimes it feels... grubby, rather than just giving people options. Especially, if I'm not doing it in the way people expect to use that thing.
How would the combat/quest gameplay loop be? Would you add risk-reward mechanics like Doom's Glory Kill, Soulslike stamina, grenade cooking, projectile parrying, etc
The main loop of the game will essentially be: accept a contract, design a gun/ammo, execute the mission associated with the contract, repeat. I won't talk too much about limitations (like time/resource budget to complete contract, resource cost during design/execution, or rewards/penalties for completing missions by following/disobeying the contract) as those are more balance/pacing factors that don't directly contribute to mechanics I need to implement *right now*, and will be refined extensively in the "find the fun" phase. Some example ideas for missions are: (And yes, I don't intend the game to be fully serious all the time, but players can choose to avoid silly missions) SWAT team needs a CQB weapon, Sniper team needs extreme range weapons, Airsoft tournament needs non-lethal weapons, and Haunted house needs a "bad" weapon to increase tension while fighting zombies
While I have no internal knowledge on how this ballistics model works, from the way you described the parameters, railguns or coil-guns seem extremely possible. If you simply hold the pressure constant, it could mimic the magnetic acceleration extremely effectively, as is memory serves the equation for approximating magnetic acceleration is pretty similar to with pressure.
Now that I think about it, if you could impart constant force/acceleration on a bullet, you could also make rocket bullets. I wouldn't advise you to work on that yet lol. Maybe rifling though? There's a ton of cool gun designs that aren't used because they're war crimes. America had a grenade launcher that *technically* counted as explosive bullets, for instance.
Yep! Definitely going to have to be different equations for different ammo types, I think gunpowder/pressure-based will probably be the most difficult as constant acceleration is probably good enough for most others. Exploring how plasma guns might work will be fun though. 🤔
@@Spoon80085 I haven't put too much thought into yet, as I'd like to allow players to emulate weapons from other games. So there might end up being multiple types of "plasma".
Can't wait to tinker around with this system once it's all thrown together. I'd love to offer any help I can but voice acting is about all I'm good for. Hope great things come your way and keep on keeping on
I don't know if you have access to a VR headset or not, but the game Hotdogs, Horseshoes, and Handgrenades is a really excellent gun sim. With a Vive or Valve knuckles setup, you can individually manipulate the various granular systems in a weapon (locking the slide back, cocking/uncocking a revolver, manually rack a round, fill a magazine with custom bullet load order, etc) and it is a great tool to really understand how the weapon you're inspecting will operate. Plus it has revolver spinning, which is just bonus cool points
Great video, man! I've actually fiddled around with the idea of a game with fully customizable firearms and cartridges. I've never actually have gotten further than implementing a travel path based on parameters like bullet grain, cartridge size, barrel length, etc.. I did all of those calculations manually but used desmos just to visualize the graphs. Glad I clicked on this video and found out about PIBS. Even now I still have tons of ideas relating to this core concept that I've been brewing and writing down for literal years now. It's cool to see that someone else shares the (nearly) exact same same ideas and has time to implement them. Honestly, it's scary just how many of our ideas are identical. Although, it should be noted that I would still keep weapon handling more simplistic than what you are doing. I'm currently in college for computer programming so who knows. I may end up making a project that finally brings my ideas into fruition. I would love to listen to a 2 hour youtube video on ballistics in game design! lol Allow the use of FFFFg black powder in cartridges! I don't care if it's "only designed for smokeless powder!" and "it's dangerous and will blow up!".
Thank you! I've also been knocking this idea around in my head in one form or another for a few years and just recently finally figured out how to start executing! Keep on keeping on! We need more games that aren't just worse clones of other games! Hey, I'm not here to tell people what they can't put in their guns 😉
I'd love to have custom bullets as well, like hollowpoint or fmj. It would be cool if you had to make them in odd and even difficult ways, but had huge buffs for specific playstyles. Maybe even have a secret enchanting system that players would be obligated to keep secret to keep an advantage.
I think I will inevitably have to add custom bullets due to high demand, but it will be much much later. Maybe once "damage modeling" becomes important to mission designs. Like defending against a home invasion and needing to avoid collateral damage or something.
Maybe after you are done with the base guns you can make something like a lasergun or plasmagun or maybe even plain old crossbow since they kinda use the same mechanisms a gun uses.
I don't know if somebody already suggested it, but you might want to check out "Children of a dead Earth". It's a niche game about building spaceships that kinda does a similar thing, yet is very inaccessible. It even has a part about designing the gun barrels exactly like what you showed here.
hey, i was wondering about what we are gonna be able to build are there gonna be guns with firing pins, percussion caps, matchlock, whellocks and flintlocks?
I would love to add everything! I can't make too many promises as a solo dev, but once the core features are complete I don't see why adding those would be too difficult 👍
This is really great. Is this game literally going to be like a "build your own gun" sandbox-type game? And is it going to be so in-depth that you can create things like the Plasma Deffgun?
That's the plan! I've seen lots of puzzle-piece-style gun customization games or games where you build open-ended machines (like Opus Magnum) but I haven't seen many games that really put you in the shoes of a researcher and then also let you go out into the field to use what you made.
It's possible! Mostly I'm picking designs based on features it will force me to add (the main purpose behind the one in the video is to work on recoil)
I feel like a lot of inspiration can be drawn from the likes of cyberpunk and the borderlands series, in regards to gun design Also curious to see how this sort of game would handle things like height over bore? Just a thought
Can we have easier controls for turning barrel based weapons? As a player I would hate having to move back and forth between the stick and barrel, I'd rather use the scroll wheel to move the barrel and use the mouse to push the bullet/casing out of the barrel.
I wonder if that's best to solve with more different modes or if 'manipulation mode' should default to scroll wheel == cylinder. Probably something the player should be able to set during design mode... 🤔
@@simulacrumgames That would be nice, It would improve speed if players can switch how they control different parts of the gun. e.g. (sorry for so much text) While in Design Mode: If the player holds the left mouse button down on a component and presses the key B, that component's value will be able to be manipulated by the scroll wheel until the player leaves design mode, holds and clicks B again, or presses N to remove the effect without clicking the component. You could also make it so that if you click on one component, press B then click on another component and press B you can control BOTH values at the same time, in case you want to universally decrease or increase several component values. Note: This is just an idea to make it easier for people to choose to whether or not to use the scroll wheel. Improvements to the idea obvious could be made to fit your game.
@@thecrispyacorn Thanks, I've been thinking about how "main-hand" operations might work. (Each hand is the corresponding mouse button, so typically the "off-hand" is what manipulates the held object.) "Tagging" the main-hand's active component and then using the associated mouse button/scroll wheel might be a good way to allow two-handed operations.
What the guns can blow cool and I know to high to pressure How and I thought it was set diameters but at 7:50 different sizes like 10mm And that a good shothandgun thing 9:23
Just watched all the devlogs thus far and this is a really cool concept, can I ask how extensive will the customization be? Will it be limited to some real world parts, or can I make my own parts? Like will it have to somewhat resemble a real world gun or can I make something ridiculous? Perhaps Obnoxiously complex for no reason?
Thanks! Absolutely going to support obnoxiously complex for no reason! Not limited to real world stuff. My current plan is to focus on implementing really weird and exotic designs with the hope that will automatically enable 'normal' stuff.
Really cool stuff. Any plans to implement ballistically odd ammo such as duplex rounds or shotshell? As for copyright, talk with H3's Anton. He's likely very familiar with the subject. Or a lawyer, that's usually the more accurate, if albeit more expensive option.
@@simulacrumgames 13th Gen Intel i7-13700k, 32 GB RAM, Intel UHD Graphics 770 (Integrated). The integrated graphics aren't incredible but they're enough for a lot of games.
@@Jintenzo Yeah I think that's the issue, I've probably got lumen and all the heavy UE5 stuff enabled. Some config menu stuff will need to be added at some point. In the meantime, if you reaaaally want to play around with it you can edit the .ini files to turn down the gfx.
Just hit 2.5K subs! Thanks everybody!
You can download the latest input test build here: simulacrum-games.itch.io/weapons-manual
(And don't forget to read the controls: itch.io/t/3319798/control-scheme-v1 )
Congrats on so many subs!
@@PersonUserPerson Thank you!
No rush at all! Appreciate the help!
Pointing the gun near your face while it’s loaded/assembled should give you an achievement called “failed gun safety class”
That awesome “hey you gave me money sorry about that the games free did you want your money back?” Answer “nah man lol I meant to do that” so wholesome
Honestly, the debugger is an amazing name for a hand cannon. Im gonna love keeping up with the devlogs!
Haha, thanks! Glad to have you!
Mass can change without changing the size of a bullet -> density of material used, or composition of multiple matrials -> tungsten vs steel... fmj, greentip, hollow point etc. Love your vids, great work you are doing
Thanks!
Let this man cook a whole new genre
This is a very cool game and topic, after just playing the game I noticed that my hand had to spider across the keyboard do do things, I think a good way of combating this is to make the aim and the manip mode both toggle able so you can have your other hands free.
I think the controls will definitely get simpler before release (after they reach maximum complexity at some point mid-development).
At some level, I wanted holding the keys to be representative of holding the gun up in front of you, since in your typical FPS you're never "relaxed" you're just always holding the gun ready to shoot whatever walks in front of you. The current way (in theory) forces your real self to also switch modes between being "alert" and being "relaxed".
But I fully expect to have to pull back on such ideas for accessibility and whatnot.
Okay that’s something I didn’t think of
"You won't have access to this tool in the game, you'll have to feel it out through testing... and sometimes your gun will explode!" - I love how happy you sound while saying that last bit! xD Also, that sounds like a cool way to encourage care during experimentation.
Also, it's probably important to consider control remapping, gamepad support (if you can), and laptop-friendly control scheme options. Of particular note with that last bit is that laptop scrolling is sometimes not correctly recognised in games. There's no issue with making any major game engine accept the correct input, but there are ways to map things onto scrolling which tie it explicitly to a mouse scroll wheel, not a scroll input from a touchpad. Also about 99% of laptops don't have middle mouse button mapped, so options to put that input on a key somewhere is probably a good idea too. Might be too early to go deep into the controls, but... worth mentioning as something to keep in mind, at least?
All good points to keep in mind!
This is one of the most interesting and unique projects I've seen, thanks algorithm 🙏
Thank you for clicking!
(All hail the great al gorithm 🥴)
You really seem to know what you want with this project which gices me hope for the future!!
Thank you!
Cool
This is exactly what I wish more (hell, *_all_* ) games did; focus on emergent design and making the player become *_competent,_* not just skilled. Every core gameplay mechanic that you make dynamic instead of predefined immediately makes the game that much more fun and engaging. ( *_especially_* if you have enough mechanics like that that each player will be able to specialize and slowly develop their own special blend of kick-ass)
Well said!
It's really interesting for me, not only because it's my first time following a project from this early on, but also because I really like immersive elements in games and your ideas are also really cool! Wishing you and this project the best :D
Thank you!!!
I just found your channel and I love the style of your devlogs. It's fun to see your problem solving process. Cool game idea too. Can't wait to see how it turns out!
Thank you so much! I'm glad other people find this style of going through things interesting!
All the hard work you're putting into this is extremely impressivie, I just hope that you are keeping youself in mind as well.
i cant wait to get my hands on this game. no matter how long it takes to make it, i am buying it
The channel membership special emotes are mainly used in UA-cam streams so if you don’t plan on doing streams in the future it would probably be a bit of a waste of time but I’m only one person and you should see others opinions as well before deciding
Thanks, I appreciate it! There's all these weird micro-income monetization methods nowadays 😵💫
If people want to support the channel their way, I don't mind, but sometimes it feels... grubby, rather than just giving people options.
Especially, if I'm not doing it in the way people expect to use that thing.
this is looking great :D i like seeing new innovative projects getting the attention they deserve, this'll definitely be worth the wait 💚
Let's just hope such projects get the funding they need too! 😉
Oh man this sorta thing tickles my brain, so sick
Good! That's exactly what it is supposed to do!
How would the combat/quest gameplay loop be? Would you add risk-reward mechanics like Doom's Glory Kill, Soulslike stamina, grenade cooking, projectile parrying, etc
The main loop of the game will essentially be: accept a contract, design a gun/ammo, execute the mission associated with the contract, repeat.
I won't talk too much about limitations (like time/resource budget to complete contract, resource cost during design/execution, or rewards/penalties for completing missions by following/disobeying the contract) as those are more balance/pacing factors that don't directly contribute to mechanics I need to implement *right now*, and will be refined extensively in the "find the fun" phase.
Some example ideas for missions are:
(And yes, I don't intend the game to be fully serious all the time, but players can choose to avoid silly missions)
SWAT team needs a CQB weapon, Sniper team needs extreme range weapons, Airsoft tournament needs non-lethal weapons, and Haunted house needs a "bad" weapon to increase tension while fighting zombies
It's looking better and better!
The Debugger looks like something you'd find in a mad scientists lab, and I absolutely love it. Keep up the good work
Thank you!!!!
Also, thank you for your support! 🙇
@@simulacrumgames No problem :)
While I have no internal knowledge on how this ballistics model works, from the way you described the parameters, railguns or coil-guns seem extremely possible.
If you simply hold the pressure constant, it could mimic the magnetic acceleration extremely effectively, as is memory serves the equation for approximating magnetic acceleration is pretty similar to with pressure.
Now that I think about it, if you could impart constant force/acceleration on a bullet, you could also make rocket bullets. I wouldn't advise you to work on that yet lol. Maybe rifling though?
There's a ton of cool gun designs that aren't used because they're war crimes. America had a grenade launcher that *technically* counted as explosive bullets, for instance.
Yep! Definitely going to have to be different equations for different ammo types, I think gunpowder/pressure-based will probably be the most difficult as constant acceleration is probably good enough for most others.
Exploring how plasma guns might work will be fun though. 🤔
Plasma sounds so cool, are you thinking making the "bullet" expand over time and lose damage or something?@@simulacrumgames
@@Spoon80085 I haven't put too much thought into yet, as I'd like to allow players to emulate weapons from other games. So there might end up being multiple types of "plasma".
Absolutely W vid
Great job! I can't wait to see a more polished game, I even joined the discord to maybe help out if I can!
Thanks!!
I'm so glad i happened to stumble upon this channel, been a great watch ^_^
Thank you!! Makes the hours of video editing all worth it 😁
Can't wait to tinker around with this system once it's all thrown together. I'd love to offer any help I can but voice acting is about all I'm good for. Hope great things come your way and keep on keeping on
Thanks so much! If you like, you can join the discord and maybe (a looong time from now) there might be some work for you 😅
Excited to see where you take this
The model in your thumbnail rly look like a 40k melta
😏🤫
(You can find the link to the source model in the description.)
I don't know if you have access to a VR headset or not, but the game Hotdogs, Horseshoes, and Handgrenades is a really excellent gun sim. With a Vive or Valve knuckles setup, you can individually manipulate the various granular systems in a weapon (locking the slide back, cocking/uncocking a revolver, manually rack a round, fill a magazine with custom bullet load order, etc) and it is a great tool to really understand how the weapon you're inspecting will operate. Plus it has revolver spinning, which is just bonus cool points
I've played H3 at a friend's place and totally agree, very cool! I would love to reach the same level of quality as that game 🤯
i cant wait for this game its looking amazing so far
Thank you!!!
Great video, man! I've actually fiddled around with the idea of a game with fully customizable firearms and cartridges. I've never actually have gotten further than implementing a travel path based on parameters like bullet grain, cartridge size, barrel length, etc.. I did all of those calculations manually but used desmos just to visualize the graphs. Glad I clicked on this video and found out about PIBS. Even now I still have tons of ideas relating to this core concept that I've been brewing and writing down for literal years now. It's cool to see that someone else shares the (nearly) exact same same ideas and has time to implement them. Honestly, it's scary just how many of our ideas are identical. Although, it should be noted that I would still keep weapon handling more simplistic than what you are doing.
I'm currently in college for computer programming so who knows. I may end up making a project that finally brings my ideas into fruition. I would love to listen to a 2 hour youtube video on ballistics in game design! lol
Allow the use of FFFFg black powder in cartridges! I don't care if it's "only designed for smokeless powder!" and "it's dangerous and will blow up!".
Thank you! I've also been knocking this idea around in my head in one form or another for a few years and just recently finally figured out how to start executing!
Keep on keeping on! We need more games that aren't just worse clones of other games!
Hey, I'm not here to tell people what they can't put in their guns 😉
This would look awesome in vr at some point in the future! keep it up!
I smell a Kickstarter stretch goal! 😉
Remember to add settings the change the cylinders ammo count. Great game though!
Definitely!
I'd love to have custom bullets as well, like hollowpoint or fmj. It would be cool if you had to make them in odd and even difficult ways, but had huge buffs for specific playstyles. Maybe even have a secret enchanting system that players would be obligated to keep secret to keep an advantage.
I think I will inevitably have to add custom bullets due to high demand, but it will be much much later. Maybe once "damage modeling" becomes important to mission designs.
Like defending against a home invasion and needing to avoid collateral damage or something.
I think this will be a really cool game once it's made and it's got a similar philosophy to AngeTheGreat's stuff, keep on going
Thank you!!! (I wish I was as smart as that guy)
@@simulacrumgames He's a math wizard
First time seeing this project, looks really cool!
Thank you!
Great video.
love where this is going
I love it!
I believe this could definitely be one of the big indie games anyways love where it’s going and no rush at all! 👍
Thank you!!!!
The Plasma Deffgun gives me vibes of a 40K Multi Melta and the shoulder mounted weapons from the Horus Heresy.
I think that's because the Ork Lootas salvage Imperial gear to make their weapons 😏
no such thing (also I went braindead and had no idea that was a 40k gun.@@simulacrumgames
this is getting better and better, more revolvers = more russian roulette baby
Yes bro iam so happy you back❤❤❤❤❤❤❤❤❤❤❤❤❤❤
♥
Maybe after you are done with the base guns you can make something like a lasergun or plasmagun or maybe even plain old crossbow since they kinda use the same mechanisms a gun uses.
Laser and plasma are definitely on the list! I actually haven't thought much about crossbows...
I can not wait for this game to be commented on by Jonathan Ferguson.
That would be a dream come true! 😍
Can't wait to see speed runners runing around with a reload macro for the starter gun destroying everything lol
this game reminds me of Receiver 2 on steam, it's a really cool gun simulator kinda game
i think you'd like it
Receiver was actually one of the inspirations for doing a more detailed control scheme 👍
I don't know if somebody already suggested it, but you might want to check out "Children of a dead Earth". It's a niche game about building spaceships that kinda does a similar thing, yet is very inaccessible. It even has a part about designing the gun barrels exactly like what you showed here.
I hadn't heard of that before, will check it out, thanks!
Gun go boom, i like it
is there implementation to how the echoing and gunpowder influence gun sounds in IB?
I'm not sure how far I can take generating sound, but it's definitely on the list of cool features!
hey, i was wondering about what we are gonna be able to build are there gonna be guns with firing pins, percussion caps, matchlock, whellocks and flintlocks?
I would love to add everything! I can't make too many promises as a solo dev, but once the core features are complete I don't see why adding those would be too difficult 👍
Gen alpha should be watching this instead of skibidi toilet
Maybe I should have called the channel skibidi games 😂
cool beans
So 3d American noita
Maybe that should be my sales pitch! 🤣
This is really great. Is this game literally going to be like a "build your own gun" sandbox-type game? And is it going to be so in-depth that you can create things like the Plasma Deffgun?
That's the plan! I've seen lots of puzzle-piece-style gun customization games or games where you build open-ended machines (like Opus Magnum) but I haven't seen many games that really put you in the shoes of a researcher and then also let you go out into the field to use what you made.
unica 6 influence instead of mateba mtr! coolest gun ever
I went with the even lesser known model 😅
Could it be that the next guns will be picked on the discord?
It's possible! Mostly I'm picking designs based on features it will force me to add (the main purpose behind the one in the video is to work on recoil)
I'm here because of the algorithm 😂
All hail Lord Al Gorithm!😵
I feel like a lot of inspiration can be drawn from the likes of cyberpunk and the borderlands series, in regards to gun design
Also curious to see how this sort of game would handle things like height over bore? Just a thought
I would say: You designed the gun, you figure out how to sight it in! 😁
Can we have easier controls for turning barrel based weapons? As a player I would hate having to move back and forth between the stick and barrel, I'd rather use the scroll wheel to move the barrel and use the mouse to push the bullet/casing out of the barrel.
I wonder if that's best to solve with more different modes or if 'manipulation mode' should default to scroll wheel == cylinder.
Probably something the player should be able to set during design mode... 🤔
@@simulacrumgames That would be nice, It would improve speed if players can switch how they control different parts of the gun.
e.g. (sorry for so much text)
While in Design Mode: If the player holds the left mouse button down on a component and presses the key B, that component's value will be able to be manipulated by the scroll wheel until the player leaves design mode, holds and clicks B again, or presses N to remove the effect without clicking the component.
You could also make it so that if you click on one component, press B then click on another component and press B you can control BOTH values at the same time, in case you want to universally decrease or increase several component values.
Note: This is just an idea to make it easier for people to choose to whether or not to use the scroll wheel. Improvements to the idea obvious could be made to fit your game.
@@thecrispyacorn Thanks, I've been thinking about how "main-hand" operations might work. (Each hand is the corresponding mouse button, so typically the "off-hand" is what manipulates the held object.)
"Tagging" the main-hand's active component and then using the associated mouse button/scroll wheel might be a good way to allow two-handed operations.
Can't wait for the game to come out and to make a round called 22 ultra magnum(comically long 22lr)
What the guns can blow cool and I know to high to pressure
How and I thought it was set diameters but at 7:50 different sizes like 10mm
And that a good shothandgun thing 9:23
Thank you!! You'll be able to select nearly any diameter you want using that tool, the numbers are just examples.
if you ever need an artist for the channel membership emojis id love to help
For sure!
Just watched all the devlogs thus far and this is a really cool concept, can I ask how extensive will the customization be? Will it be limited to some real world parts, or can I make my own parts? Like will it have to somewhat resemble a real world gun or can I make something ridiculous? Perhaps Obnoxiously complex for no reason?
Thanks! Absolutely going to support obnoxiously complex for no reason! Not limited to real world stuff.
My current plan is to focus on implementing really weird and exotic designs with the hope that will automatically enable 'normal' stuff.
@@simulacrumgames Nice
Really cool stuff. Any plans to implement ballistically odd ammo such as duplex rounds or shotshell?
As for copyright, talk with H3's Anton. He's likely very familiar with the subject. Or a lawyer, that's usually the more accurate, if albeit more expensive option.
I think I'll have to add more interesting bullet types due to demand, but it definitely won't be for awhile until more core mechanics are complete.
@@simulacrumgamesThat's perfectly reasonable, I hope it works out!
lets goo im early xd, great video as the last ones
Thank you so much!
Yo he has a patreon?? Pog
the game is looking great, I was just wondering if you will port it to Mac?
In theory it's just a different button to press on the deploy screen, but I can't promise anything yet
Whens the next devlog
Well timed question! I'm finishing up the next video as we speak, should be up in the next couple of days!
partially i would love to have in this game bullets or guns that would defy physics
is it gonna be on steam
I sure hope so! They seem to let nearly anything on the platform so I imagine they'd be okay with my game 👍
@@simulacrumgames yippe
45 secs old
You work fast!
Just realised that I am not actually subscribed
😱
this game would work better on vr
I want to see the movement system added to
Like sliding?
Yeah and rocket jumping
This might be a bit of a bad idea, but when you turn the gun around and look down the barrel, if you shoot it should kill you.
An absolute must
Unplayable performance :(
Why's that?
@@simulacrumgames Idk bro it's your game, I just get 5 fps
@@Jintenzo What are your specs?
@@simulacrumgames 13th Gen Intel i7-13700k, 32 GB RAM, Intel UHD Graphics 770 (Integrated). The integrated graphics aren't incredible but they're enough for a lot of games.
@@Jintenzo Yeah I think that's the issue, I've probably got lumen and all the heavy UE5 stuff enabled.
Some config menu stuff will need to be added at some point. In the meantime, if you reaaaally want to play around with it you can edit the .ini files to turn down the gfx.