Scout's Journey Development Blog
Slow progress on another Herd weapon.
Have you decided how the viewmodel will look and where it would be placed? I ran into some problems and poor-looking results with quake middle-bottom placement
SJ will use a viewmodel placement that appriximates the real world, so right-bottom / left bottom, but no extreme position. RMQ used a middle-right position for some weapons, and SJ will try to follow suit.
Some, but not all, weapons will provide iron sights for more realistic aiming. This depends on the gun model. The laser pistol and Tempest don’t HAVE iron sights, so there might be some other animation that signifies aiming.
The pistol, machine pistol etc. do have iron sights, and the game will allow you to use them but there will also be crosshairs for those who prefer that.
But viewmodel placement will be bottom right, with iron sights etc. on demand.
Scout will not have her gun out at all when it’s not being used.
I intend to use the world model as view model, and use the same model for enemies wielding those guns, pretty much. All enemy weapons can be wielded by the player in SJ, thus Scout will eventually wield a Tempest (after she can use it) and even things like swords.
And actually, melee weapon viewmodels might not follow FPS conventions, because their position on screen will depend on how you would hold it. A two handed sword would not be positioned like a gun, at all.
Depends on hand position, really.
… and, finally, a one handed sword might even be held in a high ward / ox ward etc. so would come in from the top right.
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