Modern Gods: Ascension Dev Log 4
Brakuta
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Modern Gods: Ascension Dev Log 4
31 просмотр · 13 дн. назад
Brakuta
31 просмотр · 13 дн. назад
I’ve been pulling my hair out !
• Laser Eyes
Mason now has laser eyes by pressing E.
I’m currently using a BP_Laser class for it, and I still need to clean that system up.
Main issue: if Mason moves too fast or turns too far, the lasers can end up spraying across the back/side of his head.
The lasers basically follow wherever I’m aiming before Mason’s head fully catches up. I want his head/look direction to feel more connected to the laser instead of the beam just being glued to the eye socket and doing its own thing.
It works, but it definitely still needs polishing.
• Flight
Flight is probably one of my favorite systems I’ve built so far, but it is also pissing me off the most.
Mason can move extremely fast, and the actual capsule movement is smooth.
The problem happens when active physics is enabled and I hit/skid across the ground or certain surfaces. The mesh can lag/jitter even though the capsule itself is fine.
I confirmed active physics is a major part of the issue.
The problem is I LOVE what active physics adds visually: shoulder movement, body sway, impacts, wall hits, ragdoll reactions, etc.
So I’m not throwing it away.
I’m deciding between reducing/disabling active physics at extreme speeds or near surfaces, using a ground buffer/trace, or finding a better way to stabilize it without losing the look.
I also have to remember my characters are moving ridiculously fast compared to most flying games, so that creates its own problems.
• Combat
Combat is getting rebuilt.
Right now I have basic hit detection, knockback, homing/dash attacks, and some fun prototype stuff, but I don’t want this to become a simple “hit object and it flies away” physics fighter.
The goal is closer to Naruto Ultimate Ninja Storm 4-style cinematic combat, mixed with the freedom of an open-world superhero game.
I need real combat states like:
IsAttacking
IsBeingHit
target locking/alignment
combo steps
matched attacker/victim reactions
The big challenge is that this combat has to work while standing, flying, upside down, in midair, and eventually on walls.
I also accidentally put Laser Eyes on E, which is already tied to my homing dash, so that was hilarious and obviously needs to be remapped.
Animation / Movement Polish
Sprint still needs a proper blend space because some of it feels stiff.
IK feet still need work because active physics sometimes makes Mason walk normally with one leg while the other leg decides it’s on vacation.
I experimented with disabling active physics below spine_01 and accidentally created what I called “Super Paraplegic”
I genuinely spent way too long laughing and playing around with it.
What I’m focusing on next
Better Mason skin/mesh swapping
Cleaner eye lasers
Combat rebuild
Better sprint blend
IK foot cleanup
High-quality maps and environments so the game finally starts looking more like the world I actually have in my head
I’ve also been dealing with an emergency move and family stuff, so progress has been a little chaotic, but I’m still working on it whenever I can.
The game is definitely messy right now, but the systems are starting to connect, and I’m finally at the point where I can see what this thing could actually become.
Modern Gods is a 6DoF superhero physics brawler game with cinematic combat & traversal parkour with super attacks and amazing flashy gameplay
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