A 1/3000th Second Simulation - Weapons: Manual | Devlog #2

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  • Опубліковано 22 жов 2024

КОМЕНТАРІ • 322

  • @simulacrumgames
    @simulacrumgames  9 місяців тому +21

    Just hit 1K subscribers!! 🥳🎉
    Thanks everybody!
    .
    .
    .
    It seems there may be some possible confusion I need to clear up.
    At times:
    5:40
    8:17
    9:23
    These are clips from the game "World of Guns: Guns Disassembly" and are not representative of anything I have developed so far.
    I should have left the "credit: World of Guns" watermark for the entirety of each clip, which I will do in the future.
    Also, I did not make the models that appear in the beginning of videos, they are free to use models and you can check each video's description for the source.
    Sorry for any confusion. 🙇

    • @PersonUserPerson
      @PersonUserPerson 9 місяців тому +2

      Congrats on hitting 1k! You've nearly made it to 2k! :D

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      @@PersonUserPerson It's crazy!

  • @Tidbitfrosty
    @Tidbitfrosty 9 місяців тому +80

    Recording reloads would be awesome. Then it'd be like a mini game or your player "practicing" to get better by trying for the fastest time recording. Super cool stuff!

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +9

      Thank you!

    • @Dekker1O5
      @Dekker1O5 9 місяців тому +13

      @@simulacrumgames (sry for the @)
      this also give you a solution for the problem of NPCs using player made guns. Using player recorded reloads for npcs. GL with the game man

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +5

      @@Dekker1O5 Thank you!

    • @cosmikitteh
      @cosmikitteh 9 місяців тому +9

      i agree, but i believe the tediousness of manually reloading every time is a great problem to have, and forces the player to design and build new mechanisms like speedloaders for revolvers or automatic shell ejection, making the game more immersive.
      after all i do think that mini game is a great idea and could be integrated seamlessly into designing ai teammates guns and recording reloads for them.

    • @revimfadli4666
      @revimfadli4666 8 місяців тому +1

      I wonder if the reloads could be encoded into "motion inputs" like what oldschool fighting games tried to emulate, but with smoother and more immersive modern inputs of course, maybe like osu?
      And it doesn't have to be followed exactly, but achieving so grants a bonus

  • @Nikibudd
    @Nikibudd 9 місяців тому +2

    This game seems so cool already. The reloading is just something I‘ve always wanted from a game. You are cooking my man!

  • @bp5739
    @bp5739 9 місяців тому +2

    Good luck man, you got this! It looks like a great idea, I love games with semi vr like controls, such as hand simulator and their other games, but having the idea of making the gun I have to use, sounds extremly thrilling!

  • @vigilantmug5028
    @vigilantmug5028 9 місяців тому +61

    For the first time UA-cam has recommended a new video to me and I'm disappointed it isn't a few years old. I would have loved for that to have been the case so I could hop on and play this amazing looking game, I love immersive sims like this. Either way fantastic job on it so far

  • @salmonbamminfish2925
    @salmonbamminfish2925 9 місяців тому +3

    This concept is absolutely amazing and I’m surprised a fully DIY gun game hasn’t been done yet. I understand that it is a very large undertaking but still

  • @arctiformgames
    @arctiformgames 9 місяців тому +20

    I know i was one of the people who said the reloading could be a struggle. But you made a fair point that i could just make a gun where that wouldnt be an issue. I guess since ive never played a game like what youre making i hadnt thought of that lol. I think miving forward it is probably a good idea to not worry about it and let players just deal with it till you have a playable demo. Gameplay obviously will determine how players feel about these things more. Also, i like all the logistics involved here. Cant wait to see more

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +10

      Thank you! I kind of feel bad just saying "deal with it", but you're right playtesting is going to shake out all kinds of issues no matter what.

    • @arctiformgames
      @arctiformgames 9 місяців тому +8

      @@simulacrumgames Dont feel bad! This is your game and you get to shape it how you like. Besides, you also took the time to address those thoughts and come up with potential work arounds.

  • @crazytalk7962
    @crazytalk7962 9 місяців тому +13

    This is basically *the* game I always hoped someone would make. I really hope this project goes far, because I will play it no matter what

  • @endlessboardgame985
    @endlessboardgame985 9 місяців тому +30

    When the custom ammunition came up I immediately thought of bullets with more mass than the target. Excessive, but also impossible to use without having a breaching charge as the "powder".

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +13

      Sounds like you're designing a true "hand cannon" lol

    • @iprefernot
      @iprefernot 9 місяців тому +3

      Just casualy carrying a cannon on your shoulder

  • @icarusgaming6269
    @icarusgaming6269 9 місяців тому +106

    Ah yes, for those players who Receiver wasn't niche and obtuse *enough* for

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +18

      😂

    • @Ironsnake345ify
      @Ironsnake345ify 9 місяців тому +5

      Like me!

    • @Ironsnake345ify
      @Ironsnake345ify 9 місяців тому

      You really think randomly replying to a comment on youtube is finally gonna convert me from atheist to christian? You're on a fools errand, my guy.@@caleb.9

    • @lekiflomaster5013
      @lekiflomaster5013 9 місяців тому

      bruh what in the world are you talking about this is about video games? how do you know none of these people are religious? people can like games and have a religion what in the world@@caleb.9

  • @barlex9113
    @barlex9113 9 місяців тому +2

    Hello again! glad to see you working further with the project,
    Here's my 2 cents from what i concluded my own version of a suprisingly similar project i had a few years back;
    I think you should try to give players a % based system for the cartridges,
    From the % of powder to the bullet,
    %of outer jacket to lead core
    %of inner bullet filling to the lead core. (can be recursive for tracer HE as a example)
    This way people could drag a "ui slider" which is hovered over a half-cut bullet diagram.
    this can make players instantly see the effects of powder, weight, optimal velocity/barrel length within a instant simply by looking at a list of stats
    This method will also help with procedural geometry since you can have it as a linear function (or quadratic for drag coeficients)
    Second, you could make recording induvidual actions of the reload onto seperate keys by detecting the differences in the gun and limiting it to 2 at most (ergo, the reciever games) would be a great optional control scheme seperately from a full reload recording or doing it in realtime slow-mo.
    Giving players more options of controls feels like something that would be very relieving for a "tedious" control scheme like this
    PS: the GDC talk i mentioned was titled [Animation Bootcamp: An Indie Approach to Procedural Animation]
    It's mostly about his magnum opus overgrowth but he also gave a nice mention to reciever at 17:30, having already explained all the components required seperately.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thanks! Lots of good feedback, I foresee this project definitely going through a lot of changes as things are implemented and playtested over time.

  • @Lolboy30
    @Lolboy30 9 місяців тому +6

    just imagine spending an hour or more making adjustments to a gun and testing it in a multiplayer session .. that would be both amazing and a ton of work.. but it'd be amazing

  • @northstar6278
    @northstar6278 9 місяців тому +2

    I have an idea for a novel approach to the reload problem which is kind of a variation of the record + playback method, create a system which allows people to record actions and then bind those actions to hotkeys, for example when it comes to the single action revolver you would record yourself reloading and bind it to R, you would put standard fire on left mouse button and then fan the hammer on the right mouse button, or any other buttons of your choosing if you want to be a masochist you could put reload on numpad 6, this would also allow for easy use of unorthodox weapons which have a variety of possible interactions

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thanks for the feedback!
      The current plan is to go with what I've got, and then once people can playtest it (or if even I found it absolutely unworkable once more guns are implemented) explore more input possibilities.
      Currently, the order is: playtest "pseudo-VR" controls, try a fighting game inspired control scheme, then fallback to plain hotkeys.
      Plain hotkeys might also get overwhelming though, so like you said, hotkeys + recording might be an even better compromise!

  • @DrunkGeko
    @DrunkGeko 9 місяців тому +1

    I've stumbled upon this series and it's honestly a bit astonishing how close your idea for a new game genre is to what i've been thinking myself. Ultimately i've come to a different way to go about it compared to your shooter game but that makes it all the more interesting to watch

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thanks! What are you working on?

    • @DrunkGeko
      @DrunkGeko 9 місяців тому +1

      @@simulacrumgames I wouldn't call it "working on" since i'm still in pre-production while i work on an entirely different project. But I'm planning for a wizard game, instead of guns you craft spells. This allows for a much bigger space of possible things you can make while automatically solving the animations/modelling problems since i'm terrible at both

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      @@DrunkGeko Nice! That was actually my original idea too! But I wanted it to really feel like I was studying magic and not moving sliders around to get more damage and since magic is so arbitrary I couldn't decide where to start. So I eventually pivoted to this project where I can get much more concrete inspiration for rules and design methods. Once I've figured out how I want to handle such concepts from this game, I'll be taking another swing at the magic version!

    • @DrunkGeko
      @DrunkGeko 9 місяців тому +1

      ​@@simulacrumgames Yeah i have some ideas of my own to make it feel like you're actually researching and developing magic rather than just minmaxing some DPS spell through stats alone. Hopefully at some point i'll get around to actually building a propotype and seeing how that goes but my time is limited due to the fact that i'm getting my masters in CS
      Maybe i'll have to look for help but we'll see

  • @phoenixgauntlet5237
    @phoenixgauntlet5237 9 місяців тому +2

    I just found this project today and, although I'm pretty oblivious to things like this, it looks really cool. In response to the reload thing, dealing with it would make players have to overcome these long reloads with their own design (like what if they designed a mechanical system to auto-reload their gun at the press of a button). Moreover, I feel like this slow reload time is compensated by the AI allies you mentioned in the first video as the slow reload times would actually encourage strategic play (where every bullet counts) - they could even become more profeccient at reloading as well as other things the longer they are alive and using said gun for, playing into the consequences aspect you mentioned as particular allies become more valuable over-time (you also get attached to them more).

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you! I definitely like the idea of more strategic play!

  • @BobBob-zu2dt
    @BobBob-zu2dt 9 місяців тому +1

    With the creations of guns, when the player starts you should present them with "kits" which has the basics of a gun to teach players how to design them

  • @LinkCraftLc
    @LinkCraftLc 9 місяців тому +2

    Please keep up the amazing work!

  • @Nydaxe
    @Nydaxe 9 місяців тому +3

    Please keep working hard on this! I love the game idea and would definatly try this game when it comes out!

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thank you! Now its back into internal ballistic mines for me... 😉

  • @wtmftproductions
    @wtmftproductions 9 місяців тому +19

    Nicely done! I say you can dismiss the critique that it's too tedious. That is a selling point! That's what's going to make it go viral. If it's too tedious, this game isn't for you. I would love to play a game where you manually have to actually reload... tediously, so you are making the exact game I want to play. ;)

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +3

      Awesome, thank you! Glad to find people on the same page!

    • @quakxy_dukx
      @quakxy_dukx 9 місяців тому +5

      I think it’s best to make that an option. After all, a wide range of options is a big selling point for this game. For the players who want tedium, they can have it. But some might be deterred by it so it’s something to consider.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +3

      @@quakxy_dukx Yeah, I think it's something that will get shaken out via playtesting for sure. Right now, I'm keeping the option open, so I won't code anything that excludes it, but I'm also not going to implement it right now.

    • @misternarwhalart
      @misternarwhalart 9 місяців тому +5

      I agree, especially with the idea of maybe someday being some form of online multiplayer with everyone using the different kinds of guns they made against each other. If it's just you reload the guns by yourself that allows for some really interesting skill progression and a high skill ceiling as players learn how to quickly load different guns in game to perform better.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      @@misternarwhalart Maybe I shouldn't say this because it is way out of scope... but at one point I was also considering a 'copyright' system that would allow players to design weapons and have exclusive rights to sell the designs to other players via an in game marketplace.
      Not only is that a ton of work but I deemed the potential for bad faith actors and difficulty of fighting against them would be too high.

  • @JustAlfy
    @JustAlfy 9 місяців тому +1

    I just found this devlogs, and I am enjoying them so far! This is such an interesting approach you are doing, and I can't wait to see where it goes!
    Many of these ideas would work amazing for a VR Game much like you mentioned in the previous devlog, but I feel if you can optimize how much time is spent in doing the tasks it could still be fun to do for mouse & keyboard. I like to think that perhaps trying a console controller could provide some better handling and also more intuitive controls. You mentioned in the last devlog the idea of using two mouses for the two hand controls. That could potentially be done with both joysticks on the console controller. You could use Left Joystick, Left Bump and Left Trigger for the left hand, and the right versions for the right hand respectively. Anything else could be aided with the use of the extra buttons of the controller, such as switching the states between readying, aiming, etc.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      All good points! I'd definitely like to figure out a good mapping to a controller someday, it will definitely be a brain twister to solve, but that's sounds like a good starting point!

  • @xylvnking
    @xylvnking 9 місяців тому +1

    Just watched all the devlogs, super interesting project. Excited to see where it goes!

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Haha, thank you! Getting a few comments like this recently, I'm always blown away people think my videos are worthy of their time 😅

  • @maxdenor1459
    @maxdenor1459 9 місяців тому +1

    Make players just choose proportions of the gunpowder mixture in a simplified and kinda unrealistic way. Like adding more sulfur makes it go further but it cant propel bigger bullets as good as a mixture with more carbon powder.
    Then for the head of the bullet just choosing a material and size should do. Like a reactive chemical in the head would make it incendiary and if you make it have a lead layer over the charge it becomes explosive

  • @sadkefekaya6442
    @sadkefekaya6442 9 місяців тому +5

    Beautiful stuff man. Keep going!

  • @TheCoffeeRobot
    @TheCoffeeRobot 9 місяців тому +1

    I am not sure whether this will be a popular opinion, but regarding reloads I'd my favourite option would be both 2 and 3. Mostly because this allows me to just record my "ideal" reload sequence that triggers whenever I press R while handling the gun. But at the same time this would allow me to do some mechanical shenanigans if needed using the slow mo at a certain point. Something like overcharging the round of a energy weapon for a momentuous shot, jamming an extra round in the chamber to cause a malfunction... Things like that.
    In any case, the reloading sequence minigame @Tidbitfrosty mentioned sounds like an absolutely awesome way to keep the reload recordings still relevant while not being something fundamental for people who just want to record and forget. Maybe that minigame could also determine your recorded reload speed?
    In any case, I am hooked now to this devlog and I am really looking forward to future videos. Thank you so much for sharing your thoughts! (I am 100% in with the detailed, meditative devlogs, btw).

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you so much! Yeah, the feedback about the reload methodology has kind of been all over the place, so we'll just have to see what happens when playtesting I think. But I do like to have backup plans in my pocket just so we're not lost once we get to a turning point.

    • @TheCoffeeRobot
      @TheCoffeeRobot 9 місяців тому +1

      @@simulacrumgames Thank you for answering! I suppose you can please anyone, but if the feedback has been all over the place, it means you will always have someone that would be exactly satisfied by what you actually did in the end. And even then, a lot of people will still appreciate the final result. We will see how this shapes up!

  • @orange8175
    @orange8175 9 місяців тому +7

    i always wished there was a game like this, the only similar ones i can think of are from the depths and mothergunship; the problem is that ftd is for making ship sized guns and mothergunship was more like attaching legos together than actually designing a gun... it's very promising

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thank you! I tried Mothergunship at the suggestion of another commenter and while it is a fun game in its own right and I don't mean to imply anything otherwise, it wasn't right for me for exactly that same reason!
      I had forgotten about From the Depths! I remember seeing it a looong time ago, but never checked back in on it. Very cool concept, like Space Engineers but more focused on war machines.

  • @PIXEL-2905
    @PIXEL-2905 9 місяців тому

    Just found you and instantly subscribed, games like this are what I almost dreamed of or wouldve made if I could code... And I get that some people dont care but please add more chapter points next time instead of speeding the video up if possible, I really value the amount of parameters you could manipulate/influence the mechanics of the game and would happily hear you talk about them :) Great job so far and good luck!

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thank you so much! I mostly sped it up just because the amount of parameters you need for "real" internal ballistics is... alot.
      I think in the next video I'll be able to talk about which parameters I've chosen for my "abstract IB" implementation.

  • @humptyPPG
    @humptyPPG 9 місяців тому +2

    recording your reload will be sick!

  • @_Pawelski
    @_Pawelski 9 місяців тому +1

    Just wanted to say that there is a tank building game called "Sprocket" that you all could be interested with. These two games give me similar vibes

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you! Very cool, the way they do their procedural meshes is exactly what I want to do for the visual part of the guns as well!

  • @lemondude2
    @lemondude2 9 місяців тому +2

    I think a playback for the reload would work best. Players could optimize their reload speed, so that could add something to the skill ceiling.

  • @ThatGuy_33
    @ThatGuy_33 9 місяців тому +2

    Have you given any thought to how you plan on implementing progression in the game.
    It might be interesting if the skirmishes unlocked the ability to modify base components like bullets. like a player wouldn’t be able to modify bullets unless they successfully won the skirmish to get access to the bullet factory or something like that. Then players could be given the ability to choose what skirmishes they want to attempt in order to unlock a specific customization option. This could also give you control over how hard it is to unlock certain customizations, or processes by changing how difficult the corresponding skirmish is.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Yeah, its definitely a difficult question. Because if the game is about designing guns you want, then locking content prevents you from doing that to some extent. But onboarding players also means they should probably get breathing room to ramp up to maximum complexity.
      Basically, I haven't come to any hard conclusions yet.
      I was thinking about maybe the first time you get access to some piece of hardware is specifically for some mission. So you prove that you know how to use it on that mission and then get to have full access to it from then on.
      I was also thinking the player can get ratings on a mission for how well the guns they used matched the parameters of the mission. In theory, the better a player is at designing means they can more quickly achieve higher ranks and then if those ranks come with "cheat tokens" maybe they can just spend those to skip missions they don't want to do but have the parts they want.
      But, yeah, going to be a lot of working figuring out what the right pacing method is.

  • @forgeoffantasy5157
    @forgeoffantasy5157 9 місяців тому +1

    Interesting concept 🙂 Looking forward to the future progress of your project.

  • @hunterheath_keen8840
    @hunterheath_keen8840 9 місяців тому +1

    you should keep in mind for future development to consider making it so information is more gradually and naturally learnt by the player base. e.g. making tracer rounds an option to allow players to see how their bullet paths change, audio feedback that tells the qualities and traits of the weapon so a clanky-sounding gun with a soft poof when fired would correspond to a low bullet velocity and jamming gun or generally faulty like difficult to reload. I imagine the game could have a similar problem to Rumble vr in that beginning players may be jarred by the sudden springing of lots of information and being unable to play to a level they want to. This game looks awesome in its progress and excited to see where it heads

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      All good points, thank you!
      "Onboarding" players into the game is definitely going to be a challenge, but I'm sure future me and playtesters will work it out!

  • @Empyrean55
    @Empyrean55 9 місяців тому +1

    I really like the idea of recording a reload and then taking that reload 'animation' into the shooting range, would also encourage the player to optimise their reloads in order to increase their reload time! Super neat idea imo

  • @quakxy_dukx
    @quakxy_dukx 9 місяців тому +5

    Not long ago, I came up with an interesting gun concept and it seems like it could be possible to build in this new game of yours.
    Nagant M1895 revolver cylinder
    Maxim 9 style integrated suppressor
    Folding bayonet on the side
    Revolver carbine MTs-570 style accessories
    Red dot sights
    Solid cast subsonic rounds

    • @iamsushi1056
      @iamsushi1056 9 місяців тому +1

      Jeez, that's one heck of a weapon!

  • @user-eh5wo8re3d
    @user-eh5wo8re3d 9 місяців тому +1

    Really looking forward to following along on your project, and your youtube journey.
    Your project looks really refreshing and interesting, and your presentation is already really nice too

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Oh wow, thank you! Honestly, I see other devlogs and feel kind of embarrassed about my (lack of) video production skills 😅
      But I'm glad you're able to enjoy it!

    • @user-eh5wo8re3d
      @user-eh5wo8re3d 9 місяців тому +1

      as for update frequency, Legend64 for example uploads every 2 months and just shares what he has been working on and what the process looked like, which i imagine is manageable without taking too much from dev time, and as a viewer does not feel too long apart.
      but in the end i think do what feels best for you

    • @user-eh5wo8re3d
      @user-eh5wo8re3d 9 місяців тому +1

      @@simulacrumgames i think your production quality is completely fine. i think whats most important in the beginning is good audio quality and just a nice presentation with a few visuals that match, which for devlogs is just showing work. dont need to get more fancy than that imo

  • @joakimrosendahl8014
    @joakimrosendahl8014 9 місяців тому +1

    I like this format of devlog. Really looking forward to testing this game one day and I am MAXIMUM PUMPED about the possibility of having a similar game like this but for wizards!! That would be the most awesome and coolest thing ever!!! Mind-blowing!!!

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thanks! My MAXIMUM PUMPED dream game is basically Daggerfall 2 + mechanics like these 😤

    • @joakimrosendahl8014
      @joakimrosendahl8014 9 місяців тому +1

      @@simulacrumgames I have been thinking back and forth all day about how one would design that kind of mecanic. And I can think of 2 paths. 1 where it is verry similar as here where you build weapons with magical effects from different magical components. But I realised that there is another path that actually exited me even more. And there the magical construction would be a sort of combination of spel circles, arcane enginering, fysical components and invocations. To feel like you are a arcane novice tinkering with magical studies and circuitry as you travel along the path to mastery.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      @@joakimrosendahl8014 Have you been reading my notes??

  • @zigakrzisnikmlakar1728
    @zigakrzisnikmlakar1728 9 місяців тому +1

    I would love the concept of recording your reload because it would urge the player to make a faster loading gun while still not being too tedious to do and i can't wait to see the bullet customization as it seems really interesting

  • @celestialinfinity
    @celestialinfinity 9 місяців тому +1

    i am unbelievably hyped for this game i think the gun customization idea is amazing and as a side note the ammo press was a great idea because we can choose the amount of gun powder and what the ammunition is ( i see the shotgun pistols and .50 cal shotguns already)

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you!! I hope you'll be excited for what I have in store for the next devlog!

  • @michaelmountain1036
    @michaelmountain1036 9 місяців тому +1

    I think the best way to implement the custom ammo would be a seprate room where you have different powder types, ammo casings, etc. and have a scale, ammo press, brass tumbler, or anything else you would want/need to make ammo then let people do what ever they would want with it. You can also have a guide book that has specific recipies for certain bullets or cases of pre made ammo for people who don't want to make it but still shoot it.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      This is similar to what I have in mind, but probably a little scaled back since I'm solo and I actually want to finish the game someday 😅

  • @keeroin
    @keeroin 9 місяців тому +1

    Hello! Love your game idea!
    About reloading "issues" I think both options of slow-mo and recording of reload make sense. In my opinion, thing is with slow-mo - if reload sequence have too much/too difficult movements, that it can became annoying to some, so they will just prioritize simpler combinations of components for their guns, or maybe issues would be with not enough time even in slow-mo. So for me, giving the possibility for record the sequence is a perfect balance, cuz you can re-record in future, if your dexterity is get better over time and overall players focus will be more over component combinations and interesting tinkering of them.
    But if you wanna create emphasis on dexterity of "perfecting skill with your personal gun" then just slow-mo will be just fine :)

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thank you! Yeah, I'm leaning more towards the playback feature in the future probably.

  • @syncr0904
    @syncr0904 9 місяців тому +1

    Looking forward to seeing how this progresses!

  • @AHandleWasAlreadyTaken
    @AHandleWasAlreadyTaken 9 місяців тому +2

    I feel like this would be best as a vr game

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Maybe! But you can check out video #0 if you want to hear me complain about VR and why I went with the 2D route instead.

    • @AHandleWasAlreadyTaken
      @AHandleWasAlreadyTaken 9 місяців тому +1

      @@simulacrumgames I understand the reasoning behind 2D and i think either way its gonna be a great introduction to a new type of game and Im intrested to see the final outcome of this project.

  • @abyssreader1446
    @abyssreader1446 9 місяців тому +3

    I think if you were to do the record feature, making sure that the player keeps knowing how to do the reload would be a cool idea, so that they would have to record a sequence(reload) every so often.

    • @abyssreader1446
      @abyssreader1446 9 місяців тому +1

      like if there is a day cycle or something it could be like, you record in the morning for the guns you want to use, since after all most people aren't going to be in that most optimal state every single moment. I mean I wouldn't know how anything works, but I find this idea intriguing to think about. I feel it might get really tedious after a while, but I guess it would be like maintaining your weapon.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Yeah, that's definitely in the list for the record with playback feature!

  • @SecondsGuess
    @SecondsGuess 9 місяців тому +1

    Cool game. Looks like you put a lot of thought into it! Good luck with the project. Also, high quality video! 👍

  • @devilofether6185
    @devilofether6185 9 місяців тому +1

    I feel this kind of design space being explored by Armored Core, where crafting your mech is balanced out with testing its parameters on the battlefield using very specialized and varied parts that lead to drastically different game-feels. it would be cool if you could craft mech parts from salvage instead of menus

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Interesting, I'll need to check out Armored Core, I hadn't really given it much attention since I'm a Chromehounds lover (and sometimes Battletech).

  • @exyoff
    @exyoff 9 місяців тому +2

    here's something i noticed, you gotta switch between interacting with the gun and using your hand to pick up the ammo. Why not have both work together? while interacting with the weapon you are also able to pick up ammo and place it in your weapon. And something to further optimize that is to include an ammo pouch.
    Also here's a bonus, if you make the first feature i recommended; the second feature will just work with it, as you won't have to program a separate process for picking up ammo from the pouch. Anyways, best of luck with your project

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thanks! Yeah, it would probably be pretty easy to just run the "grab" logic if no component was successfully gripped, I'll try it out!
      I haven't gotten around to implementing an inventory yet, but I plan to try it like many VR games do (but I think Alone in the Dark 2008 did it first?) where you look down and access stuff on your body.

  • @justinsemple7454
    @justinsemple7454 9 місяців тому +1

    The slow single-action revolver operation would be fantastic for a horror game. Imagine fumbling to eject bullet casings as a zombie slowly stumbles toward you.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      You know... that's an interesting thought...
      I intend to have "missions" where you need to design guns for different purposes, but I hadn't thought about missions that ask the player to design "bad" guns on purpose.
      🤔

    • @justinsemple7454
      @justinsemple7454 9 місяців тому +1

      @@simulacrumgames You could make slower weapons like revolvers do more damage. Then you could add an enemy that has some sort of armor that only high damage shots can penetrate. That would help encourage players to make certain types of weapons.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      ​@@justinsemple7454 Right now, the plan is to give players different missions that incentivize them to create different weapons to fit those missions.
      The power/damage of a weapon is going to be determined by the ammo/design of the weapon itself. However, by default, revolvers should be able to be more powerful than magazine-based pistols because of the higher strength in less complex parts!

  • @MildTomfoolery123
    @MildTomfoolery123 9 місяців тому +1

    i thinj that the record function would be the best choice. it would allow another vector for tinkering that the player can use to create interesting guns.

  • @TomaTomohawk24
    @TomaTomohawk24 9 місяців тому +1

    maybe a "potion seller" approach to ammo could be good? different materials or propellant ratios could influence the behaviour of user-created ammo types? an interesting way of doing it could be x% gunpowder1 y% gunpowder2, z casing, and A-Projectile shape could be the recipe to dragon's breath rounds, for example. Love to see new genres of game created by intermeshing systems like this. keep coding!

  • @badideagenerator2315
    @badideagenerator2315 9 місяців тому +1

    ammo customization could involve changing the shape/composition of the bullet. for example, bullets could be spherical, minie ball-shaped, diabolo-shaped, hexagonal prisms, or cylindrical.
    mabye you could allow for players to create rocketball ammo which speeds up reloading by not requiring you to eject cases, but has worse performance overall.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Caseless and gyro ammo are also (theoretical) things, the biggest issue is making sure such choices have meaningful impact to the gameplay.

    • @badideagenerator2315
      @badideagenerator2315 9 місяців тому +1

      @@simulacrumgames the biggest advantage for rocketball ammunition in revolvers is that it would cut reloading times in half, since there are no spent cases to eject. However it would come at a significant cost to the power and range of the cartridge itself since there's very limited space for powder.

  • @Apollo1428
    @Apollo1428 9 місяців тому +1

    This looks sick! Absolutely cannot wait.

  • @lolazarz
    @lolazarz 9 місяців тому +2

    I think much of the criticism regarding reload time comes from the current weapons that are shown in the video. From playing Receiver 2 I'd say that the slowest gun to reload in the entire game is the SAA. it all comes from having to manually eject each bullet one at a time. the other 2 Revolvers featured both open the entire cylinder allowing for every bullet to be ejected all at once speeding up the process of reloading. That being said your project and Receiver are two entirely different works, with different ammo types Receiver's gameplay of just pressing one key to places every single bullet you can into any available chamber might not be ideal for you. Given that not every bullet is the same and some may be loaded with a different grain count or some fantastical magical property, being able to manually choose which bullets you're loading into which chamber of your gun will likely be more important, and will naturally facilitate a different control scheme.
    I'd also like to say that ever since I saw Kentucky Ballistics video about how his 50 Cal gun exploded in his hands I have been dreaming of a game with the granularity of Receiver and the realism of accidentally loading a gun with a bullet that exceeds the normal operating pressure of the firearm used. (1911's operating pressure = 40,000psi~, loaded with a bullet that produces 250,000psi~, 1911 will likely become inoperable but will be a hell of an experience in first person.). Regardless I love the work you've shown and I wanted to leave my support I'll be looking forward to any future updates. Nice Job!

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thank you so much! Sounds like we are on the exact same wavelength! I'm glad I took the time to address the feedback in the video as lot of comments like this (supporting at least trying it out, and mentioning gun design should be what addresses such an issue in the game) have appeared!

  • @Mittzys
    @Mittzys 9 місяців тому +1

    I feel as though generalised parameters like "accuracy" would invite a "meta" into the game where one gun design is used by everyone because its just good.
    In Space Engineers, a (unrealistic) spaceship building game, the statistically best designs for spaceships are just cubes. Obviously a problem

  • @David-gk2ml
    @David-gk2ml 9 місяців тому +1

    harmonica gun plus semi auto revolver!

  • @creeper7ech520
    @creeper7ech520 9 місяців тому +6

    This is something that I've always wanted to see in games!
    Wish you the best of luck in bringing this dream into reality!

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +3

      Thank you! I just couldn't wait for someone to do it any more lol

  • @jordanle366
    @jordanle366 9 місяців тому +1

    There's a game called "receiver", it's giving similar vibes

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Receiver was actually one of the reasons I wanted to try going for a more immersive control scheme.

  • @AppleFudge
    @AppleFudge 9 місяців тому +1

    I think for reloads another idea is keeping the reload system as it is, and focusing on being deliberate with your shots to cut down on reloading and utilizing cover to protect you while reloading

  • @swisscheez8424
    @swisscheez8424 9 місяців тому +1

    what about bindable hotkeys to grab different components of the gun without having to move your mouse over and click it. (ex. you bind the key 'g' to the pusher thing on the revolver, then you hold g and it's as if your mouse is clicking on the pusher, then move your mouse to eject the cartridge) completely optional and raises the skill ceiling quite a bit. only problem is if this is multiplayer, then there will be sweaty no-lives who bound their whole keyboard to components and spent hours grinding a mouse and keyboard button combo into muscle memory to reload crazy fast, absolutely dominating people who just want to play the game normally. otherwise, I think this is a good idea. It minimizes the time spent aiming your mouse at different spots of the gun, and instead focuses on what you are actually doing with the gun, providing control and speed.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thanks for the feedback!
      1) I want to be clear that this won't be a multiplayer game, unless someone has 2-4 million USD they want to give me?
      2) Hotkeys are the fail safe "Plan D" at the moment 👍

  • @thyzerd9093
    @thyzerd9093 9 місяців тому

    I really like this project so far!!

  • @lennybjorowitz4256
    @lennybjorowitz4256 9 місяців тому +1

    Sprocket, but for guns, more in-depth, and less based in reality is the energy I feel from this project.

  • @MetalRenard
    @MetalRenard 9 місяців тому +1

    Hey cool ideas, I'm along for the ride. Keep it up.

  • @zymosan99
    @zymosan99 9 місяців тому +1

    I think a solution to the complexity of manipulation issue is to make it so certain actions can be bound to mouse actions (like when you hold right click the player draws a vertical line to eject a magazine, or draw a circle to rotate a crank) but I don't know how hard it would be to implement that kind of recognition or to make it consistently recognize patterns.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Gestures are an interesting idea, something to keep in mind for the future 👍

  • @johnlock807
    @johnlock807 9 місяців тому +1

    It would be nice if player can build internal mechanics of the gun, using some nodes or connecting blocks on 2d/3d grid. So you have bunch of functional blocks/nodes, and you connect output of one with input of another, like node could be "gear pair" which takes rotation motion at some rpm and convert rpm based on its gear ratio parameter, another example is a piston which take as imput gas pressure and outputs linear motion, rocker arm, spring etc... I'm talking about internal logic here, not about visuals.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      You hit the nail on the head, that's pretty much exactly what I'm aiming for!
      I don't know exactly what it will look like in the end yet, and I don't want to make it too difficult to make cool stuff, but I do want it to be powerful and highly freeform.
      Once I've hand-built a few guns with different internal mechanics, I think that will be the best time to start abstracting what I learned into the build system.

  • @yzgrdyn-WiseGuardian-
    @yzgrdyn-WiseGuardian- 9 місяців тому +2

    So was I understanding it correctly from the earlier video, that you want to have the players design their own firearm too?
    Anyhow for the bullets I think I would go with, case material (Aluminum, Steel, Brass.), Powder Type ( Black, Smokless, etc.), Powder Grain Type ( Ball, Flake, etc.), Powder Volume, Empty Volume, Bullet in case Volume, Bullet(s0 weight, bullet(s) diameter, bullet(s) length, case wall thickness, case outer diameter, case length, case inner diameter, Bullet number, wadding, and sabot if applicable. Then assume the same drag coeeff, atmosphere, and any Outside of Gun and bullet factors. Maybe have material(s) of the bullet effect impact damage. Those would be the parameters I would want to play with.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      That's right! I'll probably have what is exposed to the player more streamlined than that, but that's about what I'll have internally.

  • @joenasty4395
    @joenasty4395 9 місяців тому +1

    Yo this is sick , I love seeing peoples creative process. I hope you decide to stick with this series.
    also definitely record and playback reloads , that sound sick.

  • @personzz1789
    @personzz1789 9 місяців тому +1

    So glad I came across this. I love your logic and the way you're playing your design goals out into practicable game mechanics. Not only is it exciting to think that one day the game might be complete, but it's also engaging, inspiring, and educational.
    Ammo design is a difficult problem to solve if you want to take it out of a UI. My first thought was giving the player the actual manufacturing tools (draw press, mill, casting mold, etc.) but I am not sure this is a good idea as it could become too complicated VERY quickly when trying to offer the player true freedom of design. On the flip-side, you could give the player a blueprint screen, or a literal blueprint on paper (with some convenient simplifications to allow for easy editing). Unfortunately this is really just a UI element transferred into a gameworld object, so I'm not sure this satisfies your design goal. Note that I haven't looked back at previous devlogs yet to know how you want the design mechanics to function, so take that thinking with a grain of salt.
    Best of luck man, this is a great project.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thank you so much!
      Yeah, it might not be easy. I might have to acknowledge that somethings work best as UI menus in order to keep moving forward in the meantime 😅

  • @MauricioPerez-re5rf
    @MauricioPerez-re5rf 9 місяців тому +4

    i think playback or slowmo would be the best options. maybe playback but each time you play it gets a tiny bit slower and so then the player has an incentive to re-record the playback, making them engage with the reloading mechanic?

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +3

      That's an cool idea, like they get rusty from not paying attention and need to prove they can do it again. I like it!

  • @craftingnerf2593
    @craftingnerf2593 9 місяців тому +1

    I think this game genre concept is a great idea, as it mixes several different genres that I personally like
    an idea for the solving the reload "problem" could be adding the slow-mo at lower difficulties and have it disabled on higher difficulties
    also would the player choose the appearance of the gun or would it be parts that they throw together from scavenging on a battlefield?
    anyway good luck on the game and I'd look forward to playing the game if it releases

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you! The plan is to have players construct guns from the ground up using internal components. So more freedom to build and not just customizing dev-built things.

  • @Rob_Katt
    @Rob_Katt 9 місяців тому +1

    One thing that might make reloading less teadius but still balanced. Allow the player to bind each action to a key. This ofc might not work that well if you have a gun that needs 10 different actions to reload but might still be usefull

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      My current backup plan if these "pseudo-VR" controls don't work out is to try implementing something inspired by how combos work in fighting games. If that doesn't work out, then I'll fallback on hotkeys. 😅

  • @silvunar
    @silvunar 9 місяців тому +2

    This feels complex, but it seems like fun, maybe I'll try it in the future:)

  • @memyselfishness
    @memyselfishness 9 місяців тому +1

    I am very interested in the project. Especially with the other ways you can use the possible systems and controls.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you! Always glad to hear my crazy ideas maybe aren't so crazy after all.😅

    • @memyselfishness
      @memyselfishness 9 місяців тому +1

      @@simulacrumgames your ideas are crazy, but there's nothing inherently wrong with crazy ideas.

  • @Fween
    @Fween 9 місяців тому +1

    all of this is amazing

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you! I think I've got some cool stuff lined up for the next video too!

  • @swagg_durp2633
    @swagg_durp2633 9 місяців тому +1

    For the revolver a cool idea would be to use the scroll wheel to pull back the hammer or for other guns pull the bolt or smth. Might make it feel more intuitive.
    Diegetic UI would be a cool concept and is something I would like to see in more games, you could use something like the Sons of the Forest crafting style or layout. You could also make it so that when handmaking your ammo there might sometimes be human error like a slightly off amount of gunpower so every bullet made might be a little bit different. You should also just merge this with the weapon smithing in the future so everything is in one area.
    But I feel like making ammo would be quite a tedious thing to do so maybe you need the same kinda action key to automatically make it?

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      I had been reserving the scroll wheel for moving the gun in and out of the screen, but really that's not something that needs to be adjustable at any moment, more like a one time setup when designing the gun. At the same time, I was struggling to come up with a way to cock the gun with the thumb of the hand that you're holding it with. I think that's probably the best solution, thanks!
      I am planning for the design mode to have everything you need in the same area, so no worries there!
      To clarify, I don't mean you'd need to make every bullet, I imagine you use the bullet station to design a "class" of bullet to add to your "inventory of designs" and then probably just buy those bullets when necessary. I did think about adding random variation to each bullet, but I wasn't sure what value it would add to the gameplay in the end.
      Good feedback thanks!

    • @swagg_durp2633
      @swagg_durp2633 9 місяців тому +2

      random variation could possibly cause weapons jams which require you to clear the jam. idk maybe something to try out later on, could make the game even more frustrating tho.
      Making class of bullets is a good idea, but then i feel like the crafting system for bullets wont really be used too often once you find your ideal class. Maybe you could “force” players to change up the classes with like an economy system. Thats something to think about for later on though.

    • @swagg_durp2633
      @swagg_durp2633 9 місяців тому +1

      also if u want to keep scroll wheel for moving the gun in and out you can just bind hold/toggle alt key + scroll wheel

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      @@swagg_durp2633 Yeah, a lot of things kind of just need to be left up to playtesting and then balanced out in the end.
      The game will present different missions for you to do that would make you want to create different ammo, but it is possible that a player only wants to do one kind of mission and have one kind of ammo... In which case, ok, you do you mysterious player.

  • @mojojojo6535
    @mojojojo6535 9 місяців тому +1

    Would be interesting if you could heal like this aswell. Like if the colour of your hands were your health and you can fix your fingers or summat

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Yes! I love diegetic elements over UI when possible!

  • @lancasterchurch4747
    @lancasterchurch4747 9 місяців тому +1

    Honestly, option 2 for reloading seems best. With the first option, it stops you from focusing on the enemies/game outside of reloading, and you're stuck trying to spam/click multiple buttons just to get it over with. With the third option, it's going to slow down the gameplay, giving an advantage because people could use the reload to figure out their next move, but it might also make it boring because if you code it wrong, they could just use it over and over to slow down the game and "cheese" it.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Good points, lots of things will need tweaking during playtesting.

  • @Adam-ku9hy
    @Adam-ku9hy 9 місяців тому +1

    maybe make the reloading mechanic something that the players unlock as they progress through the game

  • @ripthsichannel3461
    @ripthsichannel3461 9 місяців тому +1

    i think recorded reloads would be a lot more fun than doing it on the fly yourself, although having an option not to use recorded reloads would be good too

  • @siennility4706
    @siennility4706 9 місяців тому +1

    May I suggest being able to record hand positions that you can return to with a press of a button? That way you can reload fast but it does involve pressing 19 different buttons on your keyboard.
    Maybe you even have to hold shift to use your non-dominant hand.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thanks for the suggestion!
      I think if I was going to go that far it would probably be better to just have hot keys for specific actions like "Toggle Ejector" or "Rotate Cylinder".
      Which I might end up doing if playtesting shows that the current controls aren't good enough.

  • @enderborn017
    @enderborn017 9 місяців тому +1

    Maybe when building the gun the player could record and map specific hand actions to a single key to make it quicker to operate your weapon, like the proposed reload recording, but still tactile and customizable, like the current system is. Like mapping f to pulling the hammer or e to removing the magazine

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Yeah, definitely considering this after getting to the extensive playtesting phase.
      My current backup plan is also a possibly too complex setup of controls like fighting game combos/special moves.
      If both ideas don't work out, I think I'll have to fallback on assignable hot keys.

  • @pusab2064
    @pusab2064 9 місяців тому +1

    I feel like a custom keybind recording system would be really fun, then using said keybinds in the fps part of the game. There should in my opinion be a way to quickly switch between pre-recorded movments and the fully interactive system.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      The plan right now is to stay the course and figure it out in playtesting. 👍

  • @cham__gnon5649
    @cham__gnon5649 9 місяців тому +3

    You should try Receiver ! It's a game based on reloading your gun ! Very cool game and I think it can give you some ideas 💡 anyway I love the concept of this it looks very nice 👍❤

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thank you! Receiver was actually one of the inspirations for this game!

  • @magie3490
    @magie3490 9 місяців тому +1

    Ok. I find your project realy interessting. I realy like games where the players reasearch defines there gameplay. A good exampel for this is minecrafts redstone. Beautiful stuf.
    But i got severel questions regarding your system. What components do you plan to implement. How do they efect each other. Do you want to implement mechanics like springs, cockweals, leavers, bearings etc. Would realy like if you could go over this in detail.
    To the bullet system. Maybe you could implement that every change one makes to the bullet parameters although change the bullest formfactor. Length, radius, etc. . So that you need a larger barel, or a longer chamber vor the bullet. At last you can think about different types of explosivs. Ones how produce more chamber pressure or more heat or something like this.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you! I would implement everything if I could 😅
      I'm going to start with a couple variations of each: revolvers, shotguns, and rifles.
      This should force me to implement: springs, ratchets, levers, slides, pistons, etc.
      However, I have a goal that if I implement something, it should have some impact on final gameplay.
      So I plan to spend a lot of time figuring out how to make springs determine trigger pull, pistons/shot pressure determine recoil, etc.
      Depending on how much support from the community there is, internal components beyond this would either get done early due to some sort of Kickstarter, or would be added as updates after the rest of the game is implemented.
      The bullet customization system is something I plan to discuss more about in (probably) the next video, but I'd say you've got the basic idea of how it will work. 👍

  • @sugarpacket7251
    @sugarpacket7251 9 місяців тому +1

    For the question on ammo making you could have a somewhat accurate reloading bench or something similar

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Yeah, it's going to be interesting striking a balance between freedom and usability for sure.

  • @suspiciousavocado2438
    @suspiciousavocado2438 9 місяців тому +1

    I love the slow mo idea but I think option 2 would be better

  • @RavenPilsen
    @RavenPilsen 9 місяців тому +3

    I would focus on developing now and really tweaking the concept. Even if it will cost that you make less Devlogs.
    Now some critical points (I love the concept and i dont mean it in a bad way. Just want to give you same useful fatback not just great job continue)
    I would not bother much with the special amo now. I think now make sure to get the concept running and pay attention to the guns (that is the main thing right)
    U need to get more people interested to get funded and push it further. U took very big bite when you are alone. And just dont be stubborn and let more people in to he project if someone will have the skills and motivation.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you! You make some good points, my current plan is based around hand-making a few completely different guns (revolver, pump action, lever action, gas-operated full auto, etc) and then figuring out how to abstract the components from those designs for the "designer mode".

  • @TheThreehigh
    @TheThreehigh 9 місяців тому +1

    I can just imagine how fun this game will be when it's in beta testing phases! Love the work! Two things. Pleeeeassseee do not go super fancy with graphics. I genuinely feel like simplistic graphics (or possibly even a setting to lower the resolution) would make the game stand out.
    I think it'd be very fun to have a weapon that was genuinely awful to use. Blows smoke in my face, ejects casings at me. These are problems that a lot of real gun manufacturers ended up dealing with

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you! I love it when people really get what the game is about!
      Also, I don't think I could do super fancy graphics even if I wanted to, so no worries there! 🤣

    • @TheThreehigh
      @TheThreehigh 9 місяців тому +1

      @@simulacrumgames No problem! Now that I'm brain storming... Perhaps stronger gunpowder makes more smoke, meaning there is an indirect drawback to strength; The ability to actually see the target.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      @@TheThreehigh Yeah, I've been thinking the smoke effect might end up needing to be the best looking part of the game. Mixing powders is going to end up quite an important part of the game, almost or just as important as designing guns.

    • @TheThreehigh
      @TheThreehigh 9 місяців тому +1

      @@simulacrumgames If you eventually publish this, I'm speedrunning it. I am going to make the worst guns possible, and I'll enjoy every second of it

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      @@TheThreehigh 🤣

  • @egoalter1276
    @egoalter1276 9 місяців тому +1

    Oh, automation for gun design? Cool project, best of luck!

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thanks! This is actually the de-automation of gun design, the players will design and tune their own weapons manually!

    • @egoalter1276
      @egoalter1276 9 місяців тому +1

      @@simulacrumgames , Oh, ai mean the game Automation, where you do much the same (intricate mechanical design through setting key parameters), except you do it with cars. There you can export your creation to the physics based racing game Beam NG to test them, but from what I understand you plan to include the use of ythe guns you made yoursepf, which I applaud of.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      @@egoalter1276 Oh I've never heard of that game, thanks for letting me know!

  • @jehreetv
    @jehreetv 9 місяців тому +7

    The slowmo idea is REALLY good imo. Having time dramatically slow while I toss in 2 shells to finish the last two enemies would be really cool.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      Thanks! That's exactly what I was thinking about too 😁

  • @walkingmarshmallow6895
    @walkingmarshmallow6895 9 місяців тому +1

    I think it'd be cool to record clips of you going through each process of using the gun. Reloading, firing, priming, everything. You could make different recordings for different combinations and kinds of guns.
    It could also be cool to have slow-mo as a separate difficulty setting (with recording disabled), where it's a meter that regenerates and depletes over time depending on how comfortable a gun is to use (which could be why someone wants to use a one-hander, which has less stopping power, fire rate, ammo capacity, and shots per shell than other weapons)
    Last query, but what about non-guns, like crossbows, flamethrowers and other toys? Are you in the space to be thinking about these yet?
    To answer your questions, I think that your video length/ upload time and lack of animations is fine, but I'd love to see you making and using your guns the most. I want to see your take on things like a sniper rifle, shotgun, and LMG. Weapon balancing, and other things.
    Also, I'd suggest taking a look at Arch Production's balancing arms playlist if you want some videos explaining the inherent issues of snipers, pistols, and shotguns.

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thanks for the feedback! I haven't thought much about non-guns yet, if I do get around to adding them, they'd probably after all other mechanics are done.
      Once I've finished the internal ballistics mechanics, I think I'll switch over to hand making a few more different types of guns and then start focusing on how to abstract the logic so they be built directly in-game.

    • @walkingmarshmallow6895
      @walkingmarshmallow6895 9 місяців тому +1

      @@simulacrumgames How many gun types and mods are you planning for the moment

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      @@walkingmarshmallow6895 In the game, that's really up to the player. But for abstraction purposes I think making a couple variations of each pistols, shotguns, and rifles that all function completely differently from each other will be enough to start working on the design mode after that.

    • @walkingmarshmallow6895
      @walkingmarshmallow6895 9 місяців тому +1

      @@simulacrumgames I'm looking forward to it

  • @Garlakel
    @Garlakel 9 місяців тому +1

    This game is almost literally what my gun nerd me wanted to play
    MAKE YOUR OWN GUNS!!!
    RELOAD BY HAND WITHOUT VR!!!
    OMGIEEE

  • @bestinventor5083
    @bestinventor5083 9 місяців тому +1

    Nice, also happy new year (edit: is this going to be available)

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thanks! Happy new year to you too!
      As a solo dev, unfortunately the answer is it will be ready when its ready 😅
      But I am planning to update the 'input test' demo files on itch.io after the next devlog comes out.

  • @leandromartinveiga9608
    @leandromartinveiga9608 9 місяців тому +1

    yes i would buy this, and as a fellow dev i appreciate the small updates, :)

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you! What are you dev'ing?

    • @leandromartinveiga9608
      @leandromartinveiga9608 9 місяців тому +1

      @@simulacrumgames i'm working to create a celullar automata using softbody objects as cells, in LÖVE :).
      might start making videos to showcase it soon.

    • @leandromartinveiga9608
      @leandromartinveiga9608 9 місяців тому

      very inspired on algoodoo and the powder toy, but with soft bodys!!

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      @@leandromartinveiga9608 That sounds cool! You can probably guess I'm a big fan of systems that produce emergent behavior, good luck! 👍

  • @bluepheonixsoul1553
    @bluepheonixsoul1553 8 місяців тому +2

    I think option 2 (record) is the coolest

  • @todeilfungo
    @todeilfungo 9 місяців тому +2

    i tried the project file and i really hope you will add soon the weapon customization part

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thank you for trying it out! My current plan is based around hand-making a few completely different guns (revolver, pump action, lever action, gas-operated full auto, etc) and then figuring out how to abstract the components from those designs for the "designer mode". So it may be a bit before the design mode goes in. 😅

    • @todeilfungo
      @todeilfungo 9 місяців тому +1

      @@simulacrumgames sure, I can wait, dying soon or living in a post-apocaliptic society without internet and electricity is not in my plans

  • @tristanrussell3932
    @tristanrussell3932 9 місяців тому +1

    Are you gonna implement ricochet physics, and/or shrapnel mechanics?

    • @simulacrumgames
      @simulacrumgames  9 місяців тому +1

      I don't have any specific plans at the moment since that seems like additional complexity/variation to add on top of solid gameplay later.
      However, the plugin I'm using does have some built-in ricochet settings, if it doesn't have anything for shrapnel already, it probably wouldn't be too hard to add to it.
      Once I have solid gameplay mechanics (meaning playtesters agree the game is fun and 'complete feeling'), I think that would be the time to start looking at increasing complexity to add more depth to the fun.
      Thank you!

  • @HumanGamer69
    @HumanGamer69 9 місяців тому +1

    i would love to play this also how would the making of the gun work would you be able to make it have several barrels

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Yes, I want the guns to be completely freeform so you can make insane abominations!

    • @HumanGamer69
      @HumanGamer69 9 місяців тому +1

      @@simulacrumgames that is top tier game design

  • @filmamundo9194
    @filmamundo9194 9 місяців тому +4

    this is actually an insane idea, i hope one day to see this becoming the rimworld or minecraft of fps, in the sense of a thriving cummunity exploring and modding the game's systems to a high degree

  • @sugarpacket7251
    @sugarpacket7251 9 місяців тому +1

    Definitely option two maybe have hardcore not completely removed

  • @deluxe_1337
    @deluxe_1337 9 місяців тому +1

    For the tedious reloading, I would really like to see 2 and 3...

  • @volarantoes
    @volarantoes 9 місяців тому +1

    i wanna know if subsonic ammo and suppressors have an actual effect in the game, really cool project too

    • @simulacrumgames
      @simulacrumgames  9 місяців тому

      Thanks! I hadn't put too much thought into attachments like that yet. I doubt I would be happy implementing them as most games do (completely silent from 5 feet away)...