The second post covers the systems of Power Strike. I'm building the game alone, so behind every item here is my own work, from the idea to the debugging.
TEAM PLAY AND TACTICS — THE CORE FEATURE
Squad orders on one key: a wedge behind the player, holding a position, pushing to a point, single file along the player's trail. The soldier signals the order with a left-hand gesture and the squad answers.
PROCEDURAL WEAPON ANIMATION
A separate layer on top of locomotion: hand IK fitted to each weapon, recoil, an aim stabiliser, leaning, turn-in place while aiming. The parameters live on the weapon itself, so a new gun gets the whole layer without touching the animation graph. Bolts and pumps have their own animation on the weapon mesh.
HITS YOU CAN SEE
A bullet is a physical projectile. The body flinches at the point of impact, ragdoll starts from the bone that was hit, and blood follows the shot vector onto the surface behind the target.
DESTRUCTIBLE GEOMETRY
Cardboard targets get shot clean through: the holes are cut into the mesh itself, a long burst severs a piece, and it drops as a physics object.
LIGHT AS A MECHANIC
A lamp on a cable swings like a double pendulum, goes dark after a few hits, and then the shade falls. Floodlights, a soldier's flashlight, fights in the dark.
AI
Bots see and hear, take cover, throw flashbangs and smoke, jump-peek corners and defend rooms.
PIPELINE
A weapon-adding wizard, balance in data tables, one key fight recording into Sequencer with rendering through Movie Render Queue, a one-click packaging pipeline. Third-party assets.
The project is in development and it will keep improving: round economy, a bomb mode, wall penetration and online matches are ahead.
Open to offers: publishing, collaboration, work.