Game status
Posted 2 months agoits 10/29 and i have been working on the game on and off for the past couple days. This month has been shitty, but things are getting better. I got a visit from the FBI and midterms/finals were in the same week. I am still really unable to gauge my energy. It feels so sporadic and spontaneous. sometimes it feels like i have months of no progress followed by months of good, steady progress. Sometimes, it feels like that progress is super unsteady and unsustainable, with me working on the game from like 10 am to 5 am in nearly one sitting. Anyways, i have been feeling a lot more bored and unsatisfied with games. i played some unturned and barotrauma this month, and also tried checking out tarkov, enlisted, arma reforger, RO2 and RS2.
Anywho, the progress has been really good. I've kind of "remastered" the gun system, but more like peeling it open, adding a new thing, and sealing it back up. I make better use of resource files now, so its super easy to add guns and have their detail update everywhere. I have added in a progression/loadout screen that works, and added a system that allows attachments and subattachments sort of like tarkov. As well as the gun overhaul, i also did some basic optimization, and made progress towards basic progression systems (ie kill 10 zombies, unlock AKS-74UN)
I feel like the coolness of what i am doing hasnt really hit me yet, because of how i am working, kind of making the foundation before i fill it out (even though i like the act of filling it out more). The attachment system is really nice and really easy to add in. Its crazy that i could theoretically just add 30 different scopes and have each of them work, no problem.
i'm almost to a point where i can freeze adding new features, and finally fill out the game, but it feels far away. My latest goals are to finish the FPS-unique part of my game, because my gun system is unique to my game, and i kinda have to keep the flow and memory of how it works alive. this includes making final changes to the attachment system: ie, category-based new features. This would be things like letting a suppressor change the weapon sound to the suppressor's sound file, or allowing you to use multiple canted optics seamlessly.
then, i need to knock out the inventory system. this would be a huge leap for game progress, because it would make ammo effectively infinite
afterwards, i'd like to revisit the armory, the vehicle controller, and begin work on the enemy/friendly ai. after that is the fun part of adding 200 guns, 200 attachments, and somehow making them all worth using
As of 9/6/2025, i havent worked on the game in 2 days. I've opened it, looked at it, spinned some of the models around in the 3d viewport, but that's about it for this past while, and that is kind of how I roll, skimming through life until i get sudden burning passion for the game and spend 3 days without sleep working tirelessly on it. Looking back at my own little journal, progress has been a steady heartbeat or something. college has started again, and work is as present as ever, but most of my time has been soaked up in 2 games i enjoy: squad and escape from tarkov
9/4/2025 i poked at the game before work, adding a head to the game (belonging to a friend of mine), and toyed with the idea of head swapping and customization in general. eventually, i wanna mess with vertex groups and make it so you can change the shape, width, etc. of everything.
8/21/2025 i worked on the main menu. this was a breakthrough for me. i knew how to things to the end of the game. new guns, new maps, whatever, but i had no clue on how to add things "behind" the menu i had at the time.
8/17/2025 was around the time i spent a couple days working on a little side project of mine, an extremely small game. i learned some things like savefiles.
8/11 was a giant update at 5 in the morning. i added an entire new cosmetic layer to guns. magazines, drum magazines, extended magazines all reacted perfect. if you had a drum mag in your backpack and reloaded it into the gun, it would play the correct animation and show the correct mesh.
the month of july was spent in a sort of "rest", just doing some composition and shader stuff. i got some of the animations to work around this point, most importantly, the color of hell was changed from red to green on july 7th.
the month of june was spent all sad after a breakup on my bday
may was spent working on tanks, inventory menus, guns
april was spent working on guns (first import, so attaching the textures and UVs, basic systems) , interact systems, trench digging, etc
March was when it all started. hipfire guns, some basic recoil stuff, crouching, jumping. zombies. multiplayer (just the basics)
The game all started on march 10th 2025 or so. first playtest was march 14th.
Anywho, the progress has been really good. I've kind of "remastered" the gun system, but more like peeling it open, adding a new thing, and sealing it back up. I make better use of resource files now, so its super easy to add guns and have their detail update everywhere. I have added in a progression/loadout screen that works, and added a system that allows attachments and subattachments sort of like tarkov. As well as the gun overhaul, i also did some basic optimization, and made progress towards basic progression systems (ie kill 10 zombies, unlock AKS-74UN)
I feel like the coolness of what i am doing hasnt really hit me yet, because of how i am working, kind of making the foundation before i fill it out (even though i like the act of filling it out more). The attachment system is really nice and really easy to add in. Its crazy that i could theoretically just add 30 different scopes and have each of them work, no problem.
i'm almost to a point where i can freeze adding new features, and finally fill out the game, but it feels far away. My latest goals are to finish the FPS-unique part of my game, because my gun system is unique to my game, and i kinda have to keep the flow and memory of how it works alive. this includes making final changes to the attachment system: ie, category-based new features. This would be things like letting a suppressor change the weapon sound to the suppressor's sound file, or allowing you to use multiple canted optics seamlessly.
then, i need to knock out the inventory system. this would be a huge leap for game progress, because it would make ammo effectively infinite
afterwards, i'd like to revisit the armory, the vehicle controller, and begin work on the enemy/friendly ai. after that is the fun part of adding 200 guns, 200 attachments, and somehow making them all worth using
As of 9/6/2025, i havent worked on the game in 2 days. I've opened it, looked at it, spinned some of the models around in the 3d viewport, but that's about it for this past while, and that is kind of how I roll, skimming through life until i get sudden burning passion for the game and spend 3 days without sleep working tirelessly on it. Looking back at my own little journal, progress has been a steady heartbeat or something. college has started again, and work is as present as ever, but most of my time has been soaked up in 2 games i enjoy: squad and escape from tarkov
9/4/2025 i poked at the game before work, adding a head to the game (belonging to a friend of mine), and toyed with the idea of head swapping and customization in general. eventually, i wanna mess with vertex groups and make it so you can change the shape, width, etc. of everything.
8/21/2025 i worked on the main menu. this was a breakthrough for me. i knew how to things to the end of the game. new guns, new maps, whatever, but i had no clue on how to add things "behind" the menu i had at the time.
8/17/2025 was around the time i spent a couple days working on a little side project of mine, an extremely small game. i learned some things like savefiles.
8/11 was a giant update at 5 in the morning. i added an entire new cosmetic layer to guns. magazines, drum magazines, extended magazines all reacted perfect. if you had a drum mag in your backpack and reloaded it into the gun, it would play the correct animation and show the correct mesh.
the month of july was spent in a sort of "rest", just doing some composition and shader stuff. i got some of the animations to work around this point, most importantly, the color of hell was changed from red to green on july 7th.
the month of june was spent all sad after a breakup on my bday
may was spent working on tanks, inventory menus, guns
april was spent working on guns (first import, so attaching the textures and UVs, basic systems) , interact systems, trench digging, etc
March was when it all started. hipfire guns, some basic recoil stuff, crouching, jumping. zombies. multiplayer (just the basics)
The game all started on march 10th 2025 or so. first playtest was march 14th.
FA+
