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Writer's pictureRiptcage

Changing the Perspective

Updated: May 19

What happened in February?

Last month was a whirlwind of growth, opportunities, and challenges. Among them, are a set of accomplishments to share progress of Weapons Factory Roblox. This includes:

  • gunner shrapnel and sniper flare grenades

  • sniper scope and general weapon zoom

  • camera and weapon recoil

  • player aiming visibility to other players

  • more secure startup scripts and remote event refactor to prevent exploits

  • 1st/3rd person camera toggle support

  • weapon attachment refactor for easier placement in 1st/3rd cam view

  • 1st/3rd person crouch support


For now, we'll focus on the big ticket item.


What if we could toggle the perspective from 1st person to 3rd person?

What are the pro's and con's of adding this feature? Would it bring in more players that don't prefer first person shooters? What doors could this open for future game modes? Could players vote to turn on/off this feature? Could server admins configure it on/off on private servers? Do 3rd person camera's provide more field of view then 1st person?

All of these questions came to mind. So I planned out everything I needed to do on a whiteboard and jumped right in.


As I finished up the grenade implementations, and refactored how startup scripts/remote events are generated for security purposes, I thought about how to approach zooming in for the sniper scope. I then questioned how your player appears to other players and how I should approach testing what the player looked like when running, jumping, and aiming in a more intuitive way. Looking back on Q2WF, there was a spectator mode that would follow another player. I knew I'd need this for spectating players, but also wanted an easier way to debug and test that the player is animating and holding their gun properly. My philosophy to anything is always about referencing what's out there, learn from it, and make it your own. I immediately thought of Fortnite's shoulder camera perspective.. and that's when it all became pretty clear.


What's Next?

For Quake 2 Weapons Factory in Roblox


Now that the camera and zoom functionality is all set, plus the sniper scope ability(not a special)

I'll first focus on implementing a Sniper Laser Special because why not.


From there, I'll be running through some client <-> client checks to make sure it all adds up with no bugs.

Things like:

  • Does weapons do damage to other teams? is Friendly fire turned off?

  • Add Damage Indicator to crosshair

  • Add Damage Billboards when hitting enemy with hit confirm sound

  • Should we ragdoll on death? Headshot? Legshot?

  • Dynamic switching of textures and sounds when health lowers over time.


I'll want to make sure the point system is working 100%

  • Points added when kills occur.

  • Kill assist points if other player kills someone you've shot

  • Points when capping flag

  • Lose point if you purposely kill your player

  • Add ability to kill your player


Afterwards, the final game checks will be;

  • Intermission play before map starts

  • Game Statistics for each team UI toggle show and end game statistics

  • Rotating Map cycle with Map Voting UI


February was packed with vacations and busy events and I was still able to accomplish so much. I can't wait to see what the end of March looks like. Cya then.

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