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ILL Dev Journal #2 +survey

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? 

Comments

I think it depends entirely on the game. In a game like a Sniper game, you would expect more detail and realism in the way you can aim. In a more story/narrative driven game, or a more action game you probably don't want the aiming mechanic to feel laborious or interruptive, so keep it simple. You don't want to feel like you're fighting with the controls or fumbling with settings when a horde of bad guys are coming at you. Personally I like the type where you get a slight zoom and a narrowing of the crosshairs with a reduction in weapon drift for unscoped weapons, and for scoped weapons basically the same but with increased zoom and better control. Also quick reloads, and 'suspended time' if you have to select alternate ammo. Of course. if you're trying to make reload time part of the suspense, then by all means keep it more real.

Pete Burges

One gun mechanic I’ve seen and like is CSGo’s it’s more “realistic” and comfortable and reminds me of how we were taught in the army.

I loved how you reload a weapon in Alien Isolation, (*hold* r to reload). Maybe by pressing "reload weapon button" one time and it could reload only one bullet, sounds awesome and satisfying, also immersive. (press one time reload key = reload one bullet). And maybe *holding* one time to reload one bullet that takes more time eg: reloading a shotgun.

Not sure if you already thought of this but perhaps you could do something like where the aiming of the gun isnt constantly locked to the reticle in the middle of the screen like most fps. Instead you press alt or something and that allows you to move the firearm around the screen in front of you in your hands independent of the reticle, perhaps making it more realistic from the persons pov during, say hip firing. Hopefully this makes sense somewhat haha

How about a style from Hunt Showdown?

Example shown at 2:20 https://youtu.be/UWf6vQJl5hc

There's a game called Due Process, which has some cool weapon mechanics in which you can aim down sights and hip fire but if you hold shift and right click, it's more of aim down the side of the barrel without putting your face to the gun, good for having laser pointer attachments and stuff. It'd be good in scenarios where there's many enemies but you don't wanna hip fire and you also want to see you're peripheral vision, like the hallway scene

I think resident evil 2 remake and RE 7/8 got the aiming perfectly. Not to precised and not too hard to aim. Also, i like how it pays homage to the original by trying to force you to shoot while not moving so the shots will be more precised, because you couldn't aim and move in the originals.

Simon Delisle

Many great ideas in here. I think resident evil did it best with weapon handling in a horror genre. I agree that it should have some hardcoreness to it, as well as functionality, like checking chamber/magazine and inspecting weapon. Which adds to the immersion factor.

PagingDrLamp

One other thought, if the player is vanilla civilian then they wouldn't be weapons trained. Perhaps aiming ability could be honed as the game progresses? It would make combat situations feel more vulnerable and scary.

Simon Capelin

Whatever feels the most realistic vague answer, I guess more specifically like Andrew Pacheco said realistic reloads would make it more tense in situations.

Can’t wait to get a try of the demo when it gets handed out to certain people 😎🤙🏽

Yo holy shit y’all are doing it! I love that you’re taking in some input and taking this development very seriously I’m not a game designer so grain of salt and all that. I would like to see a shooting style that isn’t easy. If shooting and reloading and all that is effortless (and therefore panic-less) than this will feel more like Doom than a horror game. But with that the shotgun should be satisfying to fire, because if it feels unsatisfying than that panic can become annoyance.

I love the RDR2 idea of clicking to reload the bullet and then firing with rifles or shotguns etc. Another mechanic to look at for reloading is ACTUALLY reloading, Click a key/button to open the magazine or barrel, another to eject the rounds, another to load the bullets and another to get back to firing, games to look at are The Fruit part of DreadX The Hunt, Condemned series and how they had an ammo/mag check system, or Receiver 1/2. As far as ADS, make it an option if possible? classic RE no aim down site? cool. Want COD style? Ok you can have that with this toggle ON/OFF. If you guys are still using UE4 you can throw in a blueprint for a quick Key Switch button map like V to Disable or Enable ADS or not.

Aiming from one game that I remember was where you were always pretty accurate towards the ‘crosshair’ but your crosshair would move around on screen depending on the guns movements. I feel it could fit the pacing of the game but it’s up to you of course! Another thing about reloading is that it should be done manually as i feel it would fit the pacing of the game more

ну раз сурвайвл хоррор, то механика стрельбы из RE7, REV определённо подойдёт. натыкался тут недавно на проект Eternal Evil Prologue. судя по отзывам, люди готовы играть в клоны новых RE и воспринимают такие проекты с большим энтузиазмом, чем очередной симулятор ходьбы.

Weapon reloading: To support the pacing of the gameplay we have seen so far, weapon reloading should not be automatic. A toggle option should given in settings to allow some players to bypass this but by design I think the player needs to manually press a reload key/button after the weapon has run out of ammo. The reloading speed should also be realistic and slower unlike a game such as Doom. Ill gunplay should be something the player needs to remember, adding to the suspense and possibility for mistakes. Doom is more run and gun. Imagine for a moment shooting two enemies with a double barrel shotgun, the weapon is now empty. The player proceeds towards the next room unprepared and enemies suddenly appear without warning in a confined space. The player goes to fire…click, nothing. Panic and horror then happens as the player tries to avoid the enemies whilst reloading. PS- Thank you for updates, everything sounds awesome.

Sounds like you guys are full steam ahead! Regarding shooting mechanics, I think you should keep it realistic and simple; Shooting without pressing the aim button = hip fire (fast and inaccurate) Than there are two aiming options; Pointfire and ADS Pointfire = presenting your weapon up aiming at your target, without looking through the sights. Fast but not ideal for long range engagements ( this is preferable in close quarters). ADS = Aiming down sights, slower but way more accurate. OVerall i think you should keep it simple, don't introduce massive spread like COD for ADS. Make it so that the bullet goes straight out of the barrel, just like any other tactical shooter. You can get some minore spread/weapon sway from point firing, and massive inaccuracy (weapon sway) from hip fire.

It depends on what the player's perspective is. If you're going first person I would like something along the lines of RE:Village. If you go third person I think something along the lines of RE4 or Dead Space would be fun.

PPC's4Life!

I think it depends on the general feel your going for in the game. Down sights aiming makes it feel more military, fast paced. Resident Evil style, more moody, relaxed (amateur/non-military background character?). Just my two thoughts! 😉

Bryan Cybershaman(X) Logie

I love how transparent you guys are with your supporters and letting us know what you are up to. Most developers just usually hide behind the excuse of an NDA so they don't have to bother with real updates. Thank you guys for this and keep up the good work!

Hargart

Played all games above and there is something to be said about a good hip-fire accuracy, no sights/zoom, just panicked close quarters chaos. When envisioning playing this game, I see a potential for some pop and run moments which I would hope to pull off without having to sight the weapon... I'm stoked regardless though!

In my opinion, the aiming should be reduced to two possibilities, shooting from the hip, and aiming over iron sights. The dispersion from the hip should be within realistic limits, for shotguns it should not make any difference. the zoom in iron sights should not be big. More important is the feel of the weapon, you must feel it, the recoil must be noticeable, and the impact into the opponent must create a feeling of power. I need to feel, what the Bullet can do with the enemy In such a game, depending on the size, the weapon may also bring a certain inertia.

I like the ADS in CoD, and I also like it in both Resident Evil 2 and 8. The thing is, tough, that the ADS from CoD only works in the fast-paced competitive shooters, while the way it's been done in both Resident Evil games helps create some kind of tension. For me something in the lines of these RE games would work.

I think if you're going for horror the way RE7 does it would be best, it adds tension because you can't fully aim and it makes you miss alot. On the other hand if you are going for action maybe do aim down sights. I personally like the horror feel but it's what you guys want to do.

I like the idea of pubg mechanic. Though just a thought depending on environments, and enemy AI.... Could even go the Rainbow Six way of peaking corners. Even the idea of shooting over walls when hiding behind them like Gears of War. Maybe even add in the fisty cuffs of Last of US or more immersive take down games.

With the detail of the gore system, I think aim down sights and hip fire are both valuable, so you can focus your damage on specific parts, or hold the weapon aside and get a better view. Probably have an option for people who prefer hold/toggle for ADS too. Exciting stuff, good luck with development!

You could even have skill upgrades that make you more militarised as you progress and get better. You could be a fumbly mess at the start and as the game moves forward, your aim steadies, reload is more precise etc.

REG: Gunplay mechanics - the lore doesn't necessarily matter as much as the gameplay feel, so take inspiration from the top shooter games and implement that into your experience. You're working now at the technical playing aspect, so it's important to get a healthy balance of feel and reason. I'd personally do what RE7/8 do and maybe push towards COD as these are the best games with this mechanic in the market currently. COD has been perfected to a competitive level, and anyone can play Resident Evil

As far as aiming goes, I think it should be relatable to our protagonist. Is he ex/current military or law enforcement? Does he have weapons experience? Maybe his aim would be more comfortable to RE8 where he is fighting to survive but knows bare minimum of how to handle weapons and must learn as he goes.

(Mentioned this on the discord, forgot patreon has comments) I was thinking something like how Hunt: Showdown does it's aiming system. It has the "relaxed" position, then hip-fire position, then aiming down the sights for more accuracy. But while the weapon is in the relaxed position, you can't shoot it, instead you swing it like a melee weapon, so only when you hold a button to aim into hip-fire (hold right click) can you shoot. Then while in hip-fire, you click another button to aim down sights. I don't feel the Call of Duty "weapon always ready" position is fitting for this game. One thing I would like to request if you do implement aiming down sights, don't make the shots magically become laser accurate. So many games do that, and for a horror game like this, I feel more realistic ballistic deviation would be more fitting.

For weapon handling, I'm a big fan of a sub-mechanic in Red Orchestra and Rising Storm. When not aiming down sights, the barrel of the gun 'drifts' based on how you turn, so if you turn toward the left, the gun will fire a bit further to the left, rather than straight ahead.

KaptainSigyl

I would say that (like some of the people here) it would have to depend on what the main character's experience with guns is. Would the MC be a regular person or have they used weapons in the past, maybe served in a war somewhere? I think something like Resident Evil Village's aiming system where you can have the gun relaxed, but when you hold down the trigger, you can aim down the sight of the gun rather than just zoom in slightly. Good luck with this guys! 😁

Alexander Rivera

Personally I think it'd just be better to add options like that in the settings if you're able to get around to it so people can modify how they want to view the game

I think it would be very cool if the PUBG aim mechanics get implemented into this game

Abdullah Al Hraishawi

I guess it would depend on how much experience the main character has with guns. I like aiming down the sights personally, though I think you guys want to show the gore and etc...more with the RE7 aim scheme. It did drive me a little crazy though with RE 7&8 that Ethan never aimed down the sight...plus the DLC where you play as Chris let you do it, though he didn't in RE8... I think they were dealing with the same issue....good luck though, looking forward to the game.....hope the Demo is still coming

Hip fire is a must I think as you will get a jump scare you will shoot on instinct (this could affect game also as this will happen when you are ment to be quiet lol) maybe fps guns could have added secondrys, but ammo don't make it impossible to find ammo like resident evil!!! Love the first trailer shooting that guys arm off that point of view was perfect! Can't wait guys I'm bloody excited!

Thank you for the update. I'm excited to see your progress. In my opinion there should be a possibility to switch between weapon and action mode. While having the weapon out i would prefer an aim down sight . I find the resident evil style shooting not accurate enough and from time to time frustrating. To make it more hardcore i would deny timeout while loading or using objects so that it is always possible for the environment to harm you

xSilence1x

We Want a shooting perspective like resident evil 7! It will look great and I know you can do that and more 👍

I always enjoyed the gunplay in Red Orchestra / Rising Storm series. The ttk is always realistic too. The weapons have heft and power and take a bit of time to reload. Recommended.

Simon Capelin

I like it now it is in ground branch... Low ready and high ready position plus aware or the normal one like in escape from tarkow where I like the weapon mechanics most

I've always been a fan of the aiming and shooting from Dead Space but if you're looking for a more minimal UI (lack of reticle) RE7 does a great job of keeping the targeting mechanism more realistic.

Adding onto that I would look towards Hunt Showdown for some very good examples of very satisfying but absolutely stressful shooting mechanics, with reloading during combat to be especially stressful.

Andrew pacheco

If there’s an option to switch between 3rd and 1st person - RDR 3rd person mechanics have always felt smooth and satisfying to me. 1st person, I like the feel of RE Village - weapon blurs as you aim but not to the full ADS, just minimal cross hair tightening.

I would go through different iterations of reloading and aiming. Who knows, it could be a mix of different genres influencing aiming and reloading. I believe being able to reload a single shot (say into a double barrel) should be possible especially if you’re in a clutch moment. When it comes to shooting, hip fire and normal aiming for precise shooting is a must absolutely. If ya’ll want to experiment out a third option for another type of hip fire then by all means go for it. As a suggestion mess around with firing around corners without looking. I want that bad ass option myself but I know that can be finicky. GL I hope you all the best in making your game!

Tylor Van Liew

the problem with that- it will be leaked online the same day =(

Having an opinion based on the footage seen so far I would say a more simple resident evil 7/8 style of zoom in would work better in my opinion for the style of game this is shaping up to be. I would also agree that various hardcore elements would be perfect such as needing to click manually after a bolt action rifle shot to cycle the next round as in red dead 2 or in Hunt Showdown especially is a great example of the punchy brutal gunplay ILL is shaping up to have.

Andrew pacheco

Honestly based on what I’ve seen, I think some kind of super duper short tech demo where maybe the Patreons can get a feel for the game That might help decide on what kind of weapon mechanics would feel right.


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