Recoil System
by Matt "Mr. Pig" Razza · 01/11/2006 (4:18 pm) · 7 comments
Well, just an update-
It seems we won't have a working multiplayer internal version by the 17th. There are still lag problems I need to look at. The rest of the game is moving along nicely. Our account system has been started which means we are moving closer to a public beta, I also have added a basic recoil system which I have yet to perfect. It is, and will be, a "full-physical", "force-feedback" system with no cone-fire! As you fire the weapon, the crosshair moves up, to the left, and to the right. The user is required to pull the mouse down to level the fire and control the weapon. As of now the crosshair pulls up and to the right (left support will be added in the next version). The rate is defined by the weapon allowing larger weapons to have more recoil. The system also gives a space of flux so that the recoil is not constant (set randomly). It may pull up more one shot then it will the next. I still need to add some other elements to the recoil to make it more dynamic. The weapon will pull more as you fire more, this factor will then decrease between shots at a set interval. The weapon will also pull more as you are running then standing still. Ducking will provide an even easier way to aim. The recoil system seems promising and is giving me the results I expected. I'm hoping I can have it perfected by the end of the week.
[EDIT]
As always - a programmers time-frame is way off.
It seems we won't have a working multiplayer internal version by the 17th. There are still lag problems I need to look at. The rest of the game is moving along nicely. Our account system has been started which means we are moving closer to a public beta, I also have added a basic recoil system which I have yet to perfect. It is, and will be, a "full-physical", "force-feedback" system with no cone-fire! As you fire the weapon, the crosshair moves up, to the left, and to the right. The user is required to pull the mouse down to level the fire and control the weapon. As of now the crosshair pulls up and to the right (left support will be added in the next version). The rate is defined by the weapon allowing larger weapons to have more recoil. The system also gives a space of flux so that the recoil is not constant (set randomly). It may pull up more one shot then it will the next. I still need to add some other elements to the recoil to make it more dynamic. The weapon will pull more as you fire more, this factor will then decrease between shots at a set interval. The weapon will also pull more as you are running then standing still. Ducking will provide an even easier way to aim. The recoil system seems promising and is giving me the results I expected. I'm hoping I can have it perfected by the end of the week.
[EDIT]
As always - a programmers time-frame is way off.
#2
01/11/2006 (4:54 pm)
that sounds great, i just hope it doesnt get annoying, or in the way.
#3
01/11/2006 (6:07 pm)
Whats the game? Are you trying to make a weapon firing simulator?
#4
01/11/2006 (6:55 pm)
You should consider over compensation i.e store the yaw, then the next time multiply the the recoil by a random percentage of the yaw difference.
#5
01/13/2006 (2:11 pm)
I have a system that does exactly what you describe here. It works very well and I think it provides the right amount of accuracy and the right amount of penalty for those trigger-happy-fire-til-its-empty people out there =) It's also more realistic than aiming your assault rifle at someone's forehead from 20 feet and having the bullet lob past their ear because your firing cone was too big. *cough*cs*cough*
#6
01/21/2006 (12:50 pm)
Midhir, would you be willing to e-mail me your way of doing this firing system? I use a cone of fire accuracy, and it isn't as good as what your description is.
#7
The game is going to be an FPS. Learn more about it at our site.
http://www.valdegames.com
02/04/2006 (7:48 am)
I'm going to start upgrading the system soon (when I finish my projectile projects).The game is going to be an FPS. Learn more about it at our site.
http://www.valdegames.com

Torque Owner Chris Byars
Ion Productions