I’m really grateful for all the feedback, everyone! Your thoughts and suggestions are super helpful, and I’ll definitely keep them in mind as I continue developing. This project is still a 'Work in Progress'-not a finished game, but rather a template I’m building to learn game development and experiment with mechanics. The sounds, animations, and interactions you see are all rough drafts and may change entirely as I refine this concept. This video is a glimpse of my journey in creating FPS mechanics, so any ideas you have are always welcome!
hey mate this is so dope. Innovators like yourself really need a chance to get with other people and work on a groundbreaking project. I wish i had lots of money because FPS needs to make some leaps.
Honestly you should make a series documenting your development process. I would watch it especially because it would help us as being almost like a guide. Nice work!
Lmao the gun sounds like paper crinkling over and over again. Amazing work at replicating the Warzone look idk if those are ripped animations but i've been obsessed with the FP locomotion of the recent god games and this looks very clean.
I dig the concept thus far. It is rough, noticably, but with due time, I can see this being a fun shooter. Just remember: Don't hit feature creep. Focus on gameplay mechanics currently, and don't dig too far into nitty gritty that only, say, few individuals would notice. Happy deving! Hope to see this game finished one day :)
Really cool, it has been said before but you could use toned down, less compressed (in dynamic) more realistic sounds - once you worked on what matters most to you of course ! This is really interesting, you could integrate Wwise to do more intricate sound design as well !
Can anyone briefly tell me how you keep the arms and camera in sync when looking up and down? I currently have the cam attached via socket to the chest and add rotation to the chest via modify bone node. But from a 3rd P perspective it looks like player is breaking his back when he looks up too much. I really appreciate it
@@AliXOfficialYT Haha, I’ll be honest with you. I consider myself an amateur and was obsessed with getting to this point but I burned myself out a bit. I’ll definitely post more soon, I just like to go big when I do.
@DeVaughnDawn I am doing similar projects, I am doing a extraction shooter thats similar to Grey Zone, I see that your project is similar to CODs mechanics. The devlog of me making the game is on my channel, but all of them are in blender because as i said i am still modeling and animating, cant wait to see your project in the future
I love it, but if my gun rattles that much, I'm taking it to the gunsmith. Sounds like some loose parts that shouldn't be loose, or a magazine about to snap out the bottom.
Ive always thought of a good idea that should be implemented in shooters, when you're firing, your movement and sway speed etc. should be slowed down. even youre aiming and turning speed should be a lot slower when firing. If you have ever fired an automatic weapon they are not easy to control when dumping a mag, this would give it the feel of "power" behind it like you're actually shooting something
Most games, the character screams when his weapons is not ready. Something like "Cover me, I'm reloading" or "Changing mag". This is almost like a standard practice so I think he tried to emulate something like that
Wow. Ive never seen a mixture of code, animation, weight blending, and overall artistic direction created in such a way that is even close to what you've created. this is beyond impressive well done!
Could you make a sight misalignment feature like squad? Like when the character aims his weapon the weapon isnt aligned perfectly with his eye, i think it would make it very realistic
one thing i noticed but shouldn't be too important, the casings still come out from the default position even while shooting after sprinting, maybe it's just me
screaming "mag check" is definitely a bit odd, in a real scenario it just tells your enemies you are incredibly vulnerable because you just unloaded your gun
will you be selling this in the marketplace< plz can you give me the link to this project file... im new to unreal engine and i would like to develop something. i really liked your project>!
Looks pretty cool man. God this pack is so expensive right now though. Maybe one day haha. I have all their other stuff though. What kind of game you looking to make?
Nice, was curious true fps but using two seperate meshes? what do you plan on the upper body shadows which i believe you have not yet synced with the FPS animations? do you plan to blend them, use the fps arms anim directly on the full body shadows? thanks
It's good but the crackling noise has to go, absolutely a needless extra, tone down the weapon shake. Don't do COD like reloads, weapons have weight and good manipulation they don't flail around, especially not dip down when you take out a magazine
wish you the best man, this is pretty sick, but dont you think theres too much sounds for just the gun itself lol, like it sounds like there a plastic bag on the gun, anyways, real nice
Ok, I think you've solved a couple of problems that have been driving me crazy here. I understand that you've split the meshes, meaning on one hand you have the animated arms, which allows you to animate in a comfortable and detailed way and on the other hand you have the third person animations since the shadow doesn't reflect some of the animations like hitting with the weapon. Fine, but how have you solved the leg problem? I mean the legs are separated from the arms in first person, that's the approach I'd like to follow but in black ops 6 it seems like you can see the whole body especially with the new omnimotion feature, scape from tarkov goes all out because the third person animations are the same as the first person ones which brings added problems like the inheritance of hip movement which gives somewhat rigid animations, however your system seems to have the best of both worlds. I'm not asking you to detail it for me, but just a short summary please, I've been looking for examples and this is the best by far. I wish you success, whatever direction your project takes.
That's not true first-person. I don't know if this is clickbait or a misunderstanding of the term, but this is not TFP. If it were to have TFP, it would be weird to not have free-look.
they're actually not, the weapon and animations,etc is from the asset store by Infima games who were heavily inspired by mw2019 but its their own anims
It's never fully-truly "realistic tactical fps experience" if red dot obstructs the view. The whole point of having red dot is to observe the target with both eyes, innit?
When you aim down sights the gun rest s against your chin... I suggest moving the head itself instead of the gun to the camera. Looks solid aside from that.
A humble suggestion: consider removing unnecessary head bobbing. It makes the entire experience of FPS games difficult to endure. These camera movements aren't always a good idea-it feels like viewing the world through a camera lens rather than your own eyes. Humans barely perceive most head movements, thanks to some impressive brain functions related to balance. Wish you the best
I’m really grateful for all the feedback, everyone! Your thoughts and suggestions are super helpful, and I’ll definitely keep them in mind as I continue developing. This project is still a 'Work in Progress'-not a finished game, but rather a template I’m building to learn game development and experiment with mechanics. The sounds, animations, and interactions you see are all rough drafts and may change entirely as I refine this concept. This video is a glimpse of my journey in creating FPS mechanics, so any ideas you have are always welcome!
hey mate this is so dope. Innovators like yourself really need a chance to get with other people and work on a groundbreaking project. I wish i had lots of money because FPS needs to make some leaps.
@@toddconnell6256 I really appreciate this. I'm hopeful I'll get to work with the right team in the near future.
pretty good work, might wanna tighten screws on that gun tho
Amazing work, but i think you should tone down the clicking noise when manipulating the gun, real guns dont do that as much
i actually think its a nice fit gives the weapon life but the consistency is key like the sound is gone when running.
Gun was made in China
That is arthritis
im the one who likes this sounds like asmr of gun?
i agree it sounds like someone crushing a plastic cup quickly not someone touching a deadly weapon XD
bro is stepping on water bottles
all i see is pure gold only problem is the sounds lol
looks so clean and perfect
Motion matching and some camera movement restrictions will make this a very good FPS kit/setup :)
the crisp 🥶🥶🥶
That means something wrong with ur gun
Honestly you should make a series documenting your development process. I would watch it especially because it would help us as being almost like a guide. Nice work!
Other than the aiming this actually looks awesome asf. I like the details and weapon sways and audio.
Take your time with this, looks sick
Lmao the gun sounds like paper crinkling over and over again. Amazing work at replicating the Warzone look idk if those are ripped animations but i've been obsessed with the FP locomotion of the recent god games and this looks very clean.
its a pack...
why so many sounds i don't get where they from
too much sound i dont know if its needed for the gun to make a clicked noise every time you move it.
I dig the concept thus far. It is rough, noticably, but with due time, I can see this being a fun shooter. Just remember:
Don't hit feature creep. Focus on gameplay mechanics currently, and don't dig too far into nitty gritty that only, say, few individuals would notice.
Happy deving! Hope to see this game finished one day :)
really really good, the gun noise can really be loud if i say so myself (the gun clicking noises)
Looks great so far. Don't forget the spring and follower in the mag though.
Nice freaking camera dude awesome
Really cool, it has been said before but you could use toned down, less compressed (in dynamic) more realistic sounds - once you worked on what matters most to you of course ! This is really interesting, you could integrate Wwise to do more intricate sound design as well !
@@noemathieu6938 I appreciate the constructive criticism. I'm still new to game development so ill definitely look into Wwise 👌
Can anyone briefly tell me how you keep the arms and camera in sync when looking up and down? I currently have the cam attached via socket to the chest and add rotation to the chest via modify bone node. But from a 3rd P perspective it looks like player is breaking his back when he looks up too much. I really appreciate it
When your gun clicks too much and then just randomly falls apart
Can you show us a tutorial to take the parts of a metahuman and add a body to the animated arms? 👍
Why is the red dot so low not even in the lens?
Bro you gotta show more devblogs this is insane. Im still modelling assets and animating
@@AliXOfficialYT Haha, I’ll be honest with you. I consider myself an amateur and was obsessed with getting to this point but I burned myself out a bit. I’ll definitely post more soon, I just like to go big when I do.
@DeVaughnDawn I am doing similar projects, I am doing a extraction shooter thats similar to Grey Zone, I see that your project is similar to CODs mechanics. The devlog of me making the game is on my channel, but all of them are in blender because as i said i am still modeling and animating, cant wait to see your project in the future
Amazing
I love it, but if my gun rattles that much, I'm taking it to the gunsmith. Sounds like some loose parts that shouldn't be loose, or a magazine about to snap out the bottom.
Love it, hope to see more
Does new infima games animation compatible with full body? LPAMG not and im curious)))
Ive always thought of a good idea that should be implemented in shooters, when you're firing, your movement and sway speed etc. should be slowed down. even youre aiming and turning speed should be a lot slower when firing. If you have ever fired an automatic weapon they are not easy to control when dumping a mag, this would give it the feel of "power" behind it like you're actually shooting something
If this is a true first-person perspective, why is the shadow not moving during the melee hit montage?
why did he scream mag check
why not
@NEZCORPORATION_2100 it gives away your position
Most games, the character screams when his weapons is not ready. Something like "Cover me, I'm reloading" or "Changing mag". This is almost like a standard practice so I think he tried to emulate something like that
@@Fabio-zc7bs imagine going all sneaky and becoming a bullet sponge cause you decided to scream "EVERYONE!!! I AM OUT OF AMMO!! SHOOT ME!!"
@@guilhermefernandessousa9514 In most games your enemies don't speak the same language as you. So yeah, kinda right but also no
Why does the gun crunch so much?
M A G C H E C K ! ! ! 🔥🔥🗣️🗣️
Wow. Ive never seen a mixture of code, animation, weight blending, and overall artistic direction created in such a way that is even close to what you've created. this is beyond impressive well done!
Could you make a sight misalignment feature like squad? Like when the character aims his weapon the weapon isnt aligned perfectly with his eye, i think it would make it very realistic
Can we please download this
one thing i noticed but shouldn't be too important, the casings still come out from the default position even while shooting after sprinting, maybe it's just me
@@DoorP3 I’ll definitely look into that, I never noticed 🙏
yeah nice but some sounds from the weapon should not exist and some sounds are waaaay to loud
Are these animations available on the unreal engine 5 online market?
@@Jonathas-n7b These are from the Realistic Assault Rifle Template by Infima Games which can be found in the marketplace.
screaming "mag check" is definitely a bit odd, in a real scenario it just tells your enemies you are incredibly vulnerable because you just unloaded your gun
can you show how it looks in 3thrd person
will you be selling this in the marketplace< plz can you give me the link to this project file... im new to unreal engine and i would like to develop something. i really liked your project>!
the guns are WAYY too noisy when moving them.
Looks good, is there any chance i could use this as a template
why is the watch the wrong way around
nvm it is so it doesnt reflect the sun rays
Looks pretty cool man. God this pack is so expensive right now though. Maybe one day haha. I have all their other stuff though. What kind of game you looking to make?
where do i support?
Very well integrated into the new motion matching sample :)
Did you manually animate the first person arms? Looks like AAA animations
this should be on every play store IF IT HAS SLIDING PLZ SEND ME THE DOWNLOAD
that grenade sounded oddly like a balloon...
This would be really cool in VR as well!
Nice, was curious true fps but using two seperate meshes? what do you plan on the upper body shadows which i believe you have not yet synced with the FPS animations? do you plan to blend them, use the fps arms anim directly on the full body shadows? thanks
Is that the Infima games high poly rifle pack I see
dude fuck yeah this is awesome
it's amazing! a tutorial is planned to show how to make this ?
How long were you working on this ? looks really good
were you working on this after the GASP project release or before? Amazing!
did you animate the rifle view model? looks good
only thing you should do now is make the bullets actually exit the barrel instead of the screen
It's good but the crackling noise has to go, absolutely a needless extra, tone down the weapon shake. Don't do COD like reloads, weapons have weight and good manipulation they don't flail around, especially not dip down when you take out a magazine
Will you be able to make us support mods and make the game probably better?
we got delta force at home:
Wow that's great bro
How long did this take you if you don't mind me asking
In the future... every game is literally a COD clone, a bright future
Why is your rifle so loose 😭
wish you the best man, this is pretty sick, but dont you think theres too much sounds for just the gun itself lol, like it sounds like there a plastic bag on the gun, anyways, real nice
Bump the noise down quite a bit because it isn't crazy realistic, but other than that its looking great
Do you make the models? Caz I like it.
good concept!
Ok, I think you've solved a couple of problems that have been driving me crazy here. I understand that you've split the meshes, meaning on one hand you have the animated arms, which allows you to animate in a comfortable and detailed way and on the other hand you have the third person animations since the shadow doesn't reflect some of the animations like hitting with the weapon. Fine, but how have you solved the leg problem? I mean the legs are separated from the arms in first person, that's the approach I'd like to follow but in black ops 6 it seems like you can see the whole body especially with the new omnimotion feature, scape from tarkov goes all out because the third person animations are the same as the first person ones which brings added problems like the inheritance of hip movement which gives somewhat rigid animations, however your system seems to have the best of both worlds. I'm not asking you to detail it for me, but just a short summary please, I've been looking for examples and this is the best by far. I wish you success, whatever direction your project takes.
my guy this is sick!
will this be a game eventually? Also, You should do a campaign, That would be pretty cool, Just a suggestion, tho
Aim CrossHair need fix
That's not true first-person. I don't know if this is clickbait or a misunderstanding of the term, but this is not TFP. If it were to have TFP, it would be weird to not have free-look.
Is this metahuman ? would gladly buy this at marketplace!
mw19 animations clear as day lol
they're actually not, the weapon and animations,etc is from the asset store by Infima games who were heavily inspired by mw2019 but its their own anims
Realistic Assault Rifle pack on Fab
Aren't you going to add credit to the creator of that gun template?
GG Brooo
cool bro
Need a new insurgency Asap
NEW COD GAME
good work just that the rattling of the gun sounds pretty bad
is that a gun or a spray paint can?!?!?!?
It's never fully-truly "realistic tactical fps experience" if red dot obstructs the view. The whole point of having red dot is to observe the target with both eyes, innit?
Nice but make rifle less crunchy sounding
When you aim down sights the gun rest s against your chin...
I suggest moving the head itself instead of the gun to the camera.
Looks solid aside from that.
True FPS isnt 2 meshes. Im not sure why you posted true FPS with 2 skeletal meshes.
some of it is like cod but its good
maybe reduce the amount of clicky clicky clacky clacky sounds from the gear/rifle? was a bit too much
it's cool - but it feels like you're almost trying too hard with the gun sfx. i dont need to hear every single molecule's motion.
Mechanical Keyboard gun
looks like warzone
A humble suggestion: consider removing unnecessary head bobbing. It makes the entire experience of FPS games difficult to endure. These camera movements aren't always a good idea-it feels like viewing the world through a camera lens rather than your own eyes. Humans barely perceive most head movements, thanks to some impressive brain functions related to balance. Wish you the best
Nicely done. not my style though. I prefer bit more realism, or tarkov style animation. this feels very COD.
The gun movement noise is too much and the empty magazine is modeled wrong, but otherwise keep at it.
the fps looks cool but the fps is horrible its like 20 or sumn
true fps...still holds the gun way to close to the head xD would it be true then you would see your complete left arm
Groundbranch does all this...MUCH better
That bro want to do a new call of duty game
damn
rattle sounds are too overdone, other than that sick work!