Honing in on that dark, 90's anime aesthetic... and this is with just rough, blocked out testmaps. I can't wait to see this with fully fleshed out artwork.
#indiedev
#gamedev
#FPS
#UnrealEngine
A look at the dive/prone mechanic. You're able to dive and prone in any direction maintaining 360 degree aiming. Holding the dive will remain in prone, while tapping will automatically roll on land. Placehoder art/animation.
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.
#indiedev
#gamedev
#FPS
#UnrealEngine
A look at the dive/prone mechanic. You're able to dive and prone in any direction maintaining 360 degree aiming. Holding the dive will remain in prone, while tapping will automatically roll on land. Placehoder art/animation.
Rough mockup of potential direction for first layer of weapon customisation. Unlockable (via challenges) tints with flexible control of different elements.
The offline preview demo for Out of Action is now available on Steam!
Try it out, expect issues, keep your expectations realistic, shoot some bots, shoot them again, but most importantly... have fun! (hopefully).
A little look at the glass... I wanted to see if it was possible to get a semi-decent result, without using physics or destructible meshes at all.
All of these panes are one single actor, with a single emitter which automatically updates to fill a space and scale dynamically
Adding gravity and momentum to slides has created the side effect of being able to slide backwards (or any direction the slope is facing)... I'm keeping it.
'Out of Action' Kickstarter has now launched
👉👈
❗PVP and offline
❗Dynamic movement and brutal combat
❗Deep customisation and progression
❗Unique visual style
Working my ass off to get this small offline demo out so everyone can have a taste. It is close now, likely this month. Hopefully it will be worth it, please keep your expectations realistic, remembering I'm currently doing this all alone. 😅
Small little addition, but it makes such a difference. Takedowns will now cause players to break glass and other destructibles they pass through, while they are airborne.
Few people have asked about this. The game will only be first person on release and no work has been done to support third. It is something that may be introduced in a later patch however. Interestingly, due to the way I've been developing the game (true first person / shared
Early experiment in using dynamic UI elements for reticles as opposed to a texture, while still maintining parallax/orientation. Allows for crisper image and also dynamic elements such as range, ammo display or pretty much anything else. Not final result, just proof of
Throwback to the early days of Out of Action's development.
Due to the nature of the games true first person perspective (with shared first and third person animations), found out, unintentionally, that you could end your own life by shooting your legs while prone.
Akimbo pistol in FP. It maybe the starter gun, but don't be fooled, it packs a punch. Capable of dropping targets from close to medium range with a few taps.
Slowly creeping up that list, nearly in the top 10 wishlisted FPS titles! Not even close to its final form.
All this because a few clips of the prototype got noticed, wasn't even ready to fully show to the world in its early state! No turning back now.
This is something been thinking about for a while, someway to restrict its use while also allow room for balancing and keep it tied into the world.
Third person is now implemented as a perk augment. Deploys a targetting drone feeding directly to your optics. It is toggleable,
Demo build submitted, no turning back now. As soon as it's approved it's go time! Will obviously post an announcement when that happens, should be within the next 3 days! Come over to the discord, will create appropriate channels to discuss, answer questions and try tackle any