There it is, the firsts steps of my baby FPS on UE5!
It doesn’t speak yet, but it walks!
The goal of this first iteration is to create a solid foundation and focus only on the essentials:
Basic locomotion, using idle/walk/run cycle animations interpolated in a blend space. As a starting point, I’ve borrowed the animations from the Lyra demo project, where at some point I’ll adapt & improve them as de project evolves.
Basic aiming, with two modes: Hip and ADS. Player’s mesh upper body is procedurally animated using a Control Rig, and later blended back to the locomotion animation result.
Also I decided to go as a True FPS -no difference between what the player sees and how the world sees them-. It does come with some additional challenges due to the fact that some tricks used on traditional FPS are not an option here, but also it comes with its strengths. Its provides a world cohesion that helps in some technical challenges -shadows matching, player visibility vs. player POV, etc. Overall, I hope it will help more than harm, and adding value to create a more immersive player experience. Time will tell!
Last but not least, multiplayer replication is a must from the beginning. The game will be PVP focused, so I don’t want to get caught off guard later on this part. I really have 0 (ZERO) previous experience in real-time multiplayer games, so this will be one of my main challenges.
Enjoy!