Endless Demo Update MK. X
So I finally found the motivation to finally do some proper work (and a rework in this case) on my project once again. This update is mainly focused on improving the guns and how they feel to shoot and handle as well as fixing a bunch of bugs that slipped through previous versions and optimizing A LOT of the games code, making it not only easier to understand and diagnose issues but also potentially reducing the games file size by a tiny bit. (Don't quote me on this though, I just assume this will.)
However as much as I've improved and changed a lot of the game's core mechanics I could not put everything I wanted into the gun rework as I wanted to at-least push something before the end of the year and also not push something so experimental and potentially unbalanced, I won't list everything but to give some numbers I wanted to add 5 more features to the guns and 1 change to item drops but I plan to add them along with a balance pass on all the guns in next update.
Highlights of this update:
- 2 New Guns + their respective attachments
- General Gun rework (Fire modes, New holo sight, chambering an additional round, etc.)
- Firing range now feels like a sandbox as intended.- New AK based parts + other gun parts/attachments
- Damage intake indicators
- A lot of new optic reticles
- Handful of bug fixes
General Changes:
- New gun: MP7A2
- Plus 2 new magazines, 3 new muzzle devices, 3 new barrels exclusively for the MP7.
- New gun: P90
- Plus 3 new muzzle devices, 3 new barrels exclusively for the P90.
- Remade Firing Range
- Overhauled gun framework and how they feel to use:
- Renamed "Recovery" to "Ergonomics" in most UI elements.
- ADSing is now pinpoint accurate (excluding shotguns of course) but as a trade off have a smooth controllable recoil. - I might give shotguns a consistent pellet pattern when ADSing while using a specific muzzle device mod in the future.
- Gave each gun their respective selectable fire-modes with benefits to each fire-mode - Currently there's no statistical advantage to using any fire-mode other than full-auto but I have a couple plans for the next update when it comes. (Semi = 1.5x weak-point damage, burst = Recoil/spread reduction, Full-Auto = no benefit - Alternatively I could make mods that only work or are based around the fire-modes the gun is set to.)
- Changed holographic sight reticles to draw on a widget in world space instead of on a flat plane in the world.
- Guns will now be pulled closer to the player when up against a wall or object.
- Decreased the visual potency of normal body hits from close range - Done but could be worked on a little more.
- Killing blow headshot particles emit vertically now. - All Blood impact effects are more visible from longer distances away.
- All Blood particles now fall slightly slower, last longer and have less velocity.
- Changed accuracy recoil recovery to use constant interpolation instead of a smooth interpolation.
- Re-adjusted the force of each gun applies to physical objects and bodies when shooting them.
- ADSing with an optic will now zoom in the camera slightly - Each Optic will now detail how much zoom the Optic will provide when ADSing.
- Changed reload sounds for: M4, M1911, G18c, FDC-9, R870 - Using Sounds from Ovani's Sound packs, more guns will have their sounds changed in the future.
- Changed fire sounds for: M4, M1911
- Updated animations for: M4, M1911, R870, AK-47, G18c, Desert Eagle .44, SPAS-12 - More animation upgrades are coming soon.
- Player Bullets now ricochet off of angled surfaces - Velocity is reduced with each ricochet, Projectiles will ricochet until their velocity drops down under 25,000 UE/units.
- Dead bodies now emit blood particles and can be moved when shot. - When landing a shot that kills an enemy, their body is no longer thrown dependant on the weapon's damage but a separate value dictating it's intended force.
- Reduced the muzzle flashes of all guns by 25% to reduce visual pollution.
- Changes to reload animations - Nothing that should be noticeable yet as those changes are still in progress, reloads should feel the same as before.
- Allowed weapons to chamber an additional round performing a partial reload. - Every gun, except the AA-12 and M11/9, can chamber an additional round.
- Reloading on an empty magazine actually drop an empty magazine.
- Shell ejections are now tied to animations and no longer rely on timers.
- Shell ejection trajectories now correctly follow the gun's ejection port properly.
- Incremental reloads are now tied to animations
- Weapons that use incremental reloads can now be cancelled by pressing fire. - Cancelling a reload does not also fire the gun, you must pull the trigger again in order to fire the weapon.
- Weapons that use incremental reloads now must wait until the weapon can be fired again in order to start reloading.
- Increased Ammo yield from Rifle, Shotgun and SMG boxes by 2x.
- Added directional damage intake indicators. - Indicator will face the direction of the enemy that damaged you and will be red when taking health damage & your armour colour when taking armour damage.
- Changed melee attack to use a pass-through projectile instead that slows down as it travels.
- The melee projectile will also launch and ignite explosive barrels on direct hits.
- Changed the crosshair widget to be world space instead of screen space.
- Crosshair will be anchored 500 UE-units in front of the camera.
- Added an option for hit-markers to change how open or closed they are.
- Only a select few has this option at the moment.
- Added models for the different Buffer Tube Stock mods
- Added models for the different AK hand-guards
- Added models for the different AK Stock mods
- Changing the Stock now also changes the look of the grip as well.
- Changed AK-47 barrel and receiver models to fix z-fighting when combining the short barrel mods with muzzle devices.
- Added AK-47 20, 40 rnd. magazines and 75 rnd. drum magazine mods and their respective models.
- Added G18c Pistol Stock - Added AA-12 32rnd. Drum Magazine
- Readjusted Recoil and Recovery rate values of available guns to fit the recoil and spread changes. - Guns absent from this list remain unchanged. M4 was used as a base line for the following changes.
- AK-47: Recoil: 200 > 200 Recovery: 1.0x > 2.0x
- G18c: Recoil: 150 > 250 Recovery: 1.0x > 4.0x
- M11/9: Recoil: 200 > 200 Recovery: 1.25x > 3.5x
- FDC-9: Recoil: 100 > 250 Recovery: 1.0x > 5.0x
- R870: Recoil: 400 > 400 Recovery: 0.5x > 0.8x
- SPAS-12: Recoil: 500 > 500 Recovery: 2.0x > 2.5x
- Desert Eagle .44: Recoil: 300 > 300 Recovery: 0.5 > 0.75
- Moved all damage handling code into NPCs. - Currently experimenting with this change. If things start misbehaving on a grand scale, I will revert this change.
- Changed the enemy info bar to have a smooth fade out after 1 second of being displayed after the enemy has taken damage.
- Added an option to hide weapon model & attachments.
- When weapon model is hidden, ADSing will use the crosshair instead of the optic's reticule.
- Added an option to hide enemy info bars.
- Added an option to hide damage numbers.
- Added an option to hide the top and bottom elements of the horizontal dynamic crosshairs.
- Added an option for different crosshairs for each weapon type.
- By extension selecting a sprite or finishing an input on a colour slider will now save the crosshair even when tweaking weapon specific crosshairs, No need to press "Apply Settings" button after each tweaked crosshair.
- Slightly Nerfed M1911 10rnd magazines to now reduce reload speed by 0.05/s with the depleting gimmick.
- Originally was intended to have a negative depleting effect on but I simply forgot to add the effect.
- Changed tutorial messages to not lock the player in place or obscure their view.
- Added 56 holographic optic reticles.
- Increased M1911 Reload Time (1.0s > 1.5s)
- Starting a reload while ADSing will now take the player out of ADS
- Holding aim while reloading will allow you to aim after the reload is finished.
- Further adjusted the enemy info bar to be even higher as to not obscure targets at distances that the player would typically engage them at.
- Fixed Stock Desert Eagle .44 magazine having a special effect.
- Nerfed Desert Eagle .44 Ext. 10rnd mag, now decreases reload speed by 0.05/s per shot.
- This is what the mag was supposed to have when I added the gun and this magazine, same for the stock magazine except that one was not supposed to have a special effect.
- Increased SPAS-12 Fire rate (250rpm > 350rpm) to match it's real fire rate in semi-auto
- Slightly decreased SPAS-12 Damage (12 > 10)
- Slightly increased G18c reload time (1.0s > 1.25s)
- Changed Firing Range Target models and functionality, they should now display damage numbers & hitmarkers.
- Changed DPS target to now display damage taken during the second before it registers it.
- Nerfed AK Depleting Stock (3.0 > 2.0 accuracy per bullet fired)
- Nerfed AK Efficient Stock (25.0 > 15.0 for successful hit)
- Fixed an embarrassing grammar mistake of "Reticle" - I do not want to talk about it.
- Changed AR-Series 20rnd. Mag from using the combo gimmick to depleting gimmick instead.
- Reduced size of player projectiles (15 > 10 units)
- Changing the reticle color in the mods menu will now update the preview reticles.
Bug Fixes:
- Fixed FPS limit and V-Sync settings not applying.
- Fixed flash-light/headlight key-bind not being able to be changed.
- Fixed recoil not resetting after recoil buffs get reset.
- Fixed recoil updating only for the shot that was fired beforehand.
- Fixed assisted Semi-auto not working.
- Fixed specific hud animations and player gunfire noise emitters being triggering for every projectile spawned in a single shot, mostly effected shotguns.
- Fixed fresh installs defaulting to the wrong crosshair choices
- Crosshairs should now start off with the + shape on fresh installs.
- Fixed Desert Eagle .44 using 2 bullets for each bullet loaded when reloading.
- This was caused by a feature that allows tweaking ammo economy for specific weapons but forgot to revert it after adding Magnum Ammo.
- Fixed firing sounds not following the gun causing firing sounds to be heard in one ear more than the other when strafing.
- Fixed gun reload sounds not following the gun causing similar problems described in the note above.
- Fixed enemies getting caught at the bottom of the stairs to the roof of the building in the Oil Rig map.
- Fixed crosshairs misrepresenting accuracy when the UI is scaled lower/greater than 1.0 scale.
- Fixed player being able to reload despite not having any ammo to load into the gun.
- Fixed an obscure resource duplication glitch involving hitting an item's hitbox multiple times before it disappeared to grant it's resources multiple times.
- Fixed DPS Target not registering hits.
- Fixed accuracy worsening if accuracy values are negative. Accuracy should now never surpass below 0.
- Fixed recoil going negative when using recoil reducing attachments, excluding the muzzle breaks.
- Fixed selecting an optic's reticle outside of the Firing range not properly changing the reticle.
Misc Changes:
- Moved enemy widget info transforms way up to prevent obscuring targets from longer distances when dealing damage and when multiple targets are next to each other's silhouette.
- Moved damage number transforms a little lower to prevent obscuring targets from longer distances when dealing damage.
- Changed fire rate buffs to only effect firing semi-auto. (Don't worry you didn't miss much, there were no fire-rate mods to begin with but some will be added in the future.)
- A whole bunch of optimizations to features like hit-markers, options saving/loading, hud elements, Aiming Down Sights, impact sounds of some physics objects, the mod menu.
- Cleared out some old unused assets
- Changed Splash Screen
- Increased Armoury screen size
Known Issues:
- Optic Reticle can sometimes appear outside of the optic during specific weapon animations.
- An unintended menu select sound will be played when opening the options menu slightly louder than the volume settings set.
Hope y'all have a wonderful Christmas and New Years.
Files
Get Ballistic Chaos (Formerly Free Fire) - Endless Demo
Ballistic Chaos (Formerly Free Fire) - Endless Demo
Dodge bullets. Take names. Make badass gun builds.
Status | In development |
Author | Roboticred |
Genre | Action, Shooter |
Tags | First-Person, Singleplayer, Unreal Engine |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
More posts
- Taking a break from this game for nowApr 23, 2024
- Endless Demo Update MK.IXFeb 28, 2024
- Endless Demo Update MK.VIII - Iteration 2Jan 16, 2024
- Endless Demo Update MK.VIII - Balancing changes galore!Jan 01, 2024
- Endless Demo Update MK.VII + Upcoming Balancing changes.Nov 16, 2023
- Endless Demo MK.VI HotfixNov 04, 2023
- Endless Demo Update MK.VINov 03, 2023
- Endless Demo Update MK.V + Possible Name ChangeOct 01, 2023
- Endless Demo Update MK.IVAug 30, 2023
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