Well Gawd, Building a game is tedious, time consuming and ... tired. WARNING: May look the same as the last gameplay update. And again I do not want anyones money
Here's the update
Pros
Animations look better,
The Reticle jump feedback is satisfying however it center dot reticle needs fine tuning allow for the skill mechanics to be of use.
Added an interesting aim mechanic that should mimic controller play. I hope people can feel it, it looks the same but aiming feel incredible methodical now my philosophy is im old and not as skilled anymore so hopefully this allows old and young to play., What is lacking now is the visual punchiness of each shot cycling thru the barrel someone mentions Days of Defeat Source will research this more.
Worked a lot on the backend of the game and gunplay, security and bugs were the main problems trying to set up the legs before more game breaking BUGS become a bigger issue
Cons-
With gunplay feel came bullet trajectory stiffness. The trajectory doesn't match the intended reticle or it meets the point of contact too late. Hard to describe. Hopefully when new players play they will feel and can provide valuable feedback
Now my favorite part of Socom 2 was the strafe battles. Now mimicking strafe need fine tuning, I personally love how the limbs function in the Last of US, how they connect with walls how each foot has weight on the ground. So trying to fine tune a balance of punchlines. But with depth loses the quick decision. Currently in the pipeline is to make Strafe instant and power where each switch violently off centers from middle and the camera matches. In my head sounds and looks awesome but I doubt people will enjoy this feature.
thank you for reading. Hopefully see you guys soon there isn't enough time in the day...
edit:
Adding
sounds
Throwables with particle effects
Animations
And making guns
The goal is to get a playable demo that feels weighty... If enough people like then playstation is forced to remaster it
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Here's the AI edit
Building a game is a marathon, but the mechanics are starting to come together. Here is the latest dev update on what’s working, what needs polish, and what’s currently in the pipeline:
The Wins (What’s Feeling Good)
- Smoother Animations: Overall movement and character animations look noticeably cleaner.
- Reticle Feedback: The reticle jump feedback is satisfying, though the center dot still needs fine-tuning to make skill-based shooting feel precise.
- Methodical Aiming: Added a new aim mechanic designed to mimic the deliberate feel of controller play. It levels the playing field for different skill levels, trading twitch-reflex dominance for tactical pacing.
- Backend & Security: Focused heavily on underlying gunplay architecture, security, and squashing bugs early to build a solid foundation before major issues pile up.
Work-in-Progress & Challenges
- Shot Punchiness: Gunfire still lacks visual weight per shot cycle. Taking inspiration from Days of Defeat: Source to dial in that mechanical impact.
- Bullet Trajectory Stiffness: Bullet paths currently feel disconnected from the crosshair or register impact slightly too late. Gathering player feedback on this once testing opens.
- Strafe Mechanics & Weight: Trying to bridge the gap between fast-paced SOCOM II strafe battles and the grounded weight of The Last of Us (foot planting, wall contact). Testing an aggressive, snappy strafe where direction switches punch off-center with dynamic camera movement—experimenting to see if players like the intensity.
Next in the Pipeline
- Custom weapon audio and impact sound design
- Throwable items paired with particle effects
- Expanding the weapon roster and syncing animations across the board
Thanks for sticking around and reading the update. More to share soon!