UI
Contemporary UI design seems to be intent on forcing the player to drag their focus around the screen unnecessarily, instead of their focus being on their surroundings and situation. We aim to fix this with the inclusion of our internally-named “Swiss-Army UI”. This element provides the player with information such as player speed, orientation, lean direction, weapon control and two pop-up radial menus. The aim of the SAUI is to keep the players line-of-focus vertically centric with the crosshair (while not obfuscating view). Below, we have some GIFs of the current iteration of SAUI in action.
Environment Reaction
New VFX impact effects kick up long-lasting clouds of dust, bullet ricochets spark and sputter, guns kick up particles when fired close to objects, and we’ve added in parallax occlusion mapped bullet holes for relevant materials. These POM mesh impacts add an extra level of “punch” to your weapons, giving the illusion that your rifle is yanking out chunks of wall with every shot. We’re very happy to have implemented this (and so quickly), as it’s an underutilized technique.
Below, an officer fires an MPL into a set of various materials to create a cloud of matter. This showcases how the individual particle effects work together to provide
greater visual feedback.
Weapon Attachments
The current inclusion of a myriad of collimated weapon optics will give units a greater degree of freedom when it comes to how they want to handle a situation or when it comes to choosing a more comfortable sight picture. These attachments (and all future ones) will only be applicable to weapons with the appropriate rail systems/support.
Projectile Dynamics
We’ve included some more information on our projectile dynamics, showcasing ballistic penetration power and material ricochet likelihoods.
When firing through objects, users will receive a much more predictable projectile trajectory if bullets imp
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