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Devlog #5

Hello guys!


In today's devlog, we will focus on the mobility of our Split game.

All the methods presented below should not be used in VR games as they could make you feel sick.

However, during the game, in most modern and many old shooters, the bouncing effect is mandatory. It consists in the fact that while walking, the character slightly tilts up and down, simulating taking steps. If the character can run, he leans noticeably faster when sprinting. The sine function is often used because it does this well enough.



⭐1.One of the first effects that was used in first-person games was that characters were tilted sideways. This is clearly stated in games that are based on the so-called shelling - strafing. It consists in the fact that while holding the knob or clicking the sideways button, the character does not turn in this direction, but walks sideways. The effect that aids walking swings to the right as we go to the right, or to the left as we go to the left. Thanks to the appropriate rotation of the camera, we intensify the emotion of moving the characters, especially when we avoid the projectiles flying in our direction.



⭐2.The weapon is rarely permanently attached to the camera. It should move with the player so that he can feel its weight. Turning When Turning The weapon should turn with some delay.





⭐3.As with spins, the weapon should hold its weight while jumping. When we're in the air, pull us down, and when we land on the ground, it bounce.



⭐4.It is also important to move your weapons while walking. When a person tries to keep something in line in front of him, but it is almost always possible to accept the fluctuations, the stronger the faster we move.




We would also like to invite everyone to our Discord where we will be happy to answer all your questions about the current work - DISCORD