Devlog: First Person Module

by | Devlog, Featured

Hey all!

Today I’m excited to dive into a new area of our project. We’ve been working hard on integrating the First Person Module with all other Hyper systems, and while we’re still in the early stages, I can already see some exciting potential. Once all of the foundational functionality are tightened up we will focus more on the visuals.

State of the First Person Module

Right now, the basics are all in place — movement, ADS (aim-down-sights), and weapon handling. However, there are some obvious tweaks needed to polish the experience. The good news is, the general “feel” is starting to take shape, especially with how smooth things feel when aiming down sights. It’s fast and responsive, which is exactly what we were hoping for and great for games such as Call of Duty. There’s still a lot of balancing to do, especially when it comes to adjusting the sensitivity and making sure it works well across different weapon types, but we’re on the right track.

Of course, one of the big focuses is making sure the first person module plays nicely with all the other Hyper systems. We’re aiming for a seamless experience where the first-person perspective can easily interact with inventory, environment, and AI systems. While it’s not perfect yet, we’ve started testing and making sure all the systems communicate properly, and so far, things are looking promising.

What’s Next?

As previously said, it is still early on, but please let me know your comments and feedback!

A big thank you to all of our Patreon supporters. Your continued support allows me to do what I love, and I couldn’t do it without you.

Next week, we will take a first look at the Gamemodes System!

With kind regards,


Eric Ruts

Eric Ruts

Eric Ruts

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