- 3D artist / Indie dev / 20+ years game dev experience.
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Shorts
You will need to take into account your weapon orientation when compensating for recoil, different aim stances or leaning etc. will affect it's direction. I have demo'd this before, but has since been improved.
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Probably waste of time doing this, but like try and avoid clipping where possible.
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Dynamically switch between using both or a single gun while aiming with akimbo, allowing to choose between higher damage or better accuracy.
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How it looks in FP for those interested.
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you can do this in my game #indiegame
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The length of your weapon makes a difference. Shorter weapons will be less hindered in tight spaces. Attachments may also extend the length, so take that into consideration.
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For other PVP FPS games, this would be a scripted sequence that you would never actually experience while playing. For Out of Action though, it's just a raw, unedited gameplay clip.
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Game is cinema.
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Demo approved, will be out some time tomorrow, here's some rediculous suppressed, triple barrel, sawn off shotgun footage..
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Accidental ricochet headshot kill by honbee during todays testing...
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While Ghost Shells are close to invisible at range, those with a keen eye will be able to spot the dust kicked up from their steps.
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One of the gampeplay objectives has become one of the deadliest weapons in the game. Watch me get ruined by 'THE BAG':
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Out of Action - putting the Tactical back into PVP Tactical shooters
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Great use of the akimbo alternate aim stance by DragonJack!
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You can climb any surface in Out of Action, vertically and horizontally. With certain augments it also allows for wall run like movements as momentum is maintained for a short duration when latching on.
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Spectating a cool little engagement, couple of players tag teaming.