Devlog #4 - FPS essentials: The Shotgun


17/02/2025

Today was dedicated to some small but important quality of life changes and additions:

- Changed the camera offset so it flows and follows the player a bit more relaxed, instead of being hard locked to the player; however, this creates a jitter effect, so the player no longer appears to move smoothly because of this offset.

- To fix this, I changed the update mode of the Cinemachine camera to eliminate the jittering follow issue. As a note for later, I may want to deploy this for a separate project too, as that had a similar setback.

- Playing around with the idea of a slight bullet spread, with each bullet instantiating at a slightly different angle, requires further testing. 

19/02/2025

Changes and additions;

- Added new Shotgun PowerUp with bespoke firing mode

- Added shotgun sprite, so when the player interacts with the powerup, the entire player sprite is swapped out for the sprite holding a shotgun, will deploy this method for all weapons going forward.

- Added a method to the shooting script that will now allow me to control what bullet fires and when, essentially allowing me to accommodate different weapon power-ups and their own distinct firing methods. 

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