Hey Guys I thought I share with you the current development of the modular FPS system. It is going very well and is looking very customisable. Whilst developing I have adapted a few of the modules to make it an easier workflow and simpler to read graph.
This project is certainly putting the module system to the test and uncovering new workflows that was not originally anticipated.
There is something cool about seeing a system grow and it showing new ideas that were not in the original design, but this has been much of Skylines development. She does have a mind of her own!
I have to say the more I am developing the modules the more excited I am becoming about the endless possibilities that this new system presents.So where does this leave the new FPS System.... With a bigger Graph! but not too big that it is unmanageable. I did worry that as the graph sizes grew their complexity would then be hard to follow but this is not the case, still way easier than any script or code.
The FPS Camera module has grown to provide more connections that were required to easily set up a tag point for use with Tracer and muzzle effects plus inputs so that it can be quickly placed at runtime to get the correct gun muzzle placement..
Now there is an easy to attach tag point, setting up the special effect was a breeze. Here is an image containing the weapon effects:
and just for completeness here is an overview of the full FPS system so far including all of the new changes:
Oh nearly forgot this is how its looking in Skylines play mode sorry no fancy scene but check out the muzzle flash and even that the image is not showing it there is a new tracer made from skyparticles therefore easy to create your own.
I am planning to post a video soon to show this in action, just a few more dynamic setting to be made. We are already finding this FPS to be a huge advancement over the the current version with the added bonus that its easy to customize
Will keep you posted.