ILL Dev Journal #2 +survey (Patreon)
Content
Hello everyone!
The second month of full-time development is coming to an end and I'm hurrying to report how things are and what's going on with our team.
At the moment we're actively working on an enemy design and have already gone through lots of options, trying to find the right balance between an interesting concept and a "realistic" reason for what's going on.
Regarding the character modeling, we're still thinking about how to get the best quality without stretching our budget to cosmic limits. We will probably do it by ourselves, a good thing we have someone who can use their skills in this area.
Mid-August a lead 3D artist joined our team on a full-time basis, whose job is to run all the technical modeling processes and supervise the freelancers. That's a total of five people in the team for now, on top of that, we've already got a few very skilled 3D artists working on a design of props and weapons.
On the software side, we are actively working on prototyping the basic mechanics of the game.
At the moment we are still learning how to maximize the efficiency of the development process. By attempts and mistakes, we are seeking the best model in which the development will bring the greatest results we are capable of. The lead programmer that is joining us at the beginning of September will be a big help in that.
We have also begun plannig our next public presentation of ILL. Where to do it and in what format. We have already arranged some calls with organizers of game shows, but for now, I can't tell you the time and place where our next presentation will be happening.
As you can see - the jokes are over, the team is growing and there is more responsibility and commitment. Exciting times!
Finally, I would like to ask for your opinion on weapon handling in games. There are different variants of aiming down sight in games. In Resident Evil you can not aim down sights, the right mouse button just makes you zoom a little and reduce the spread of the bullets. In COD the weapon is always in front of you (no relaxed position like in RE) and when you aim - you aim from down sights. In PUBG there are three modes: 1) Hip fire 2) Concentrated, more accurate hip-fire 3) aim down sights. In RDR2, you can toggle between aim down sights and just concentrated aim (also, there is a mechanic when you press LMB to reload a bullet between shots). We will be testing different options and we want to make an intuitive system, but maybe also bring a little hardcoreness to these mechanics. What do you think regarding that aspect, did you ever wanted/liked anything specific, or maybe you remember more interesting examples from other video games?