Here’s the state of our current weapon movement. It is just the base prototype, and it is far from being optimized. We’ll be doing plenty of testing in the coming months to get not only the look but the feel right. The vaulting system is essential, and definitely needs some tweaking, but we’re on the right path.
There was once a dude named Shakespeare that said the eyes are the window to the soul. He probably meant lots of insightful and metaphysical things with that, but in our case, what that really means is that the effort we put into creating and setting up eyes for our characters can make the difference between a dull, lifeless, unrealistic look, or a lifelike and engaging character, capable of conveying emotion and expression.
A character with … soul. Human eyes are much more complex than the simple sphere we like to imagine they are. And since eyes are one of those things we humans instantly relate to and use to evaluate and engage other humans, each small error and difference contributes to our reaction to the character, and pushes us down the uncanny valley. So, in order to make our character’s eyes look alive and engaging, we use the Unreal Engine photorealistic eye model and shader, with some custom adaptations that allow us to quickly change eye color, pupil size, etc. Reflection, refraction, correct angle, eyelid occlusion… all to make our character’s eyes something even Shakespeare would be proud of! 🙂
Weapons in Cold Comfort are customizable. Almost any detail can be removed and replaced. The customization offers the degree of freedom that will allow players to create a unique weapon configuration that suits his or her playing style. Customization includes the change of mags, installation of flashlights and laser pointers, tactical grips, various scopes, etc.
On some weapons, even the trigger or charge handle can be replaced. These customizable elements will affect the gameplay and gun handling including:
Accuracy: How fast the reticle for this weapon changes size when fired. The smaller the reticle, the more accurate the shot.
Reload Speed: How quickly the weapon can be reloaded.
Range: Max distance (Optimal Range) before the weapon is no longer effective. The damage applied to enemies at greater distances is lower.
Stability: How hard the weapon is to control when firing for a prolonged period.
We heard you like zombies. So we’re currently doing some stress tests as to how many zombies we can have on the map. How many zombies are too many? Well, in the coming months we’ll hopefully have a better idea of that number. It is of course a balance between realism and ensuring that players have a smooth and enjoyable experience with minimal frame drops. There are many “work-arounds” that we can implement, including only spawning zombies when required, but that could be tricky.