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🌈 $5 Tier: [Benedikt][David Martínez Martí]
Hey, feels good to be able to show some progress. We are once again sorry for the big delay, this project has been on hold for a long time - though during that time we all have improved our skillset. This is why we are seeing faster progress than we used to.
Here are some things we are done so far:
Gameplay / Movement
We scrapped our old movement system entirely and rebuild it anew.
The movement is now pretty close (identical even) to the source engine movement. That means that moving, bunny hopping, jumping all will feel like in CSGO
The speed is limited by default but can be unlocked depending on the game mode
Much improved sense of speed and first person feel with procedural animation depending on the players movement, will get improved further with FOV scaling, effects, etc.
Ability to see your own legs (now I could make a joke or two about this)
Replication (Multiplayer) systems have seen major improvements thanks to the new movement system
UI
All the menus and UI's are being rebuild from the ground up (that is why you see no HUD in the gameplay snippet)
Performance / Graphics
Use of newest Unreal Engine build (5.2) with all its improvements
Optimised meshes used in maps to further improve performance and loading times
Boosted FPS across all platforms by using UE's new Lumen engine for lighting
Added Mac support (M chips included)
Regular cleanup to size down the game
WIP Procedural Movement animations
We want to show you our procedural animation system that handles various environmental interaction with the character. Not only that but it adapts to player speed, direction, etc...
There are still some visual bugs, they will get sorted out as time passes.
Separated viewmodel and camera FOV
We are currently working on a system where the user can set his viewmodel and camera FOV so that you can see more without the arms obstructing your view. Some people do prefer a higher viewmodel FOV (like me) though, so the option is there.
Thank you!
-Everyone at Harpoon Studios
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