Well.. This is the first time I play with materials and particle systems so there is still a “bug-thing”.
You can see some times there is a strong dark red that appears in middle of the flames, but I have no idea what is much less how to fix it.
So… once we get a material expert, I hope he can fix it 🙂

Start, End and Loop Sounds by Guy Noble

There is still a lot to be improved – proper muzzle flash to cover the space between the weapon and flames, players getting burned, proper flame lightning, etc, etc – but for now this will do.

Sprawl Development Video

Another video, showing different stuff this time:

Ammo Pack throwing and pick up
Sniper with the hold breath feature (finally)
Paranoia Augment (still wip)
Weapon Pick up
Some temporary custom Sounds (by Guy Noble )
A bit of the new HUD (by John White)
and Weapon Faster Reload Mod

Sprawl Game Development – Double Headshot

Here you can see two things.
Localized damaged, and pawn-crossing bullets.

I first shot the pawn’s leg which took less damage.
And then do a double headshot.

As the headshot takes enough damage to kill the pawn, both pawns die, including the one behind which still had 100 HP.

For now, we just distinguish between 3 zones. Head, Limbs (arms and legs) and body (the rest of it).
Headshots have boosted damaged. Limbs have reduced damaged. And the rest of the body has normal damage.

oh.. and you can also see the shitty in-game options I did hehe

edit: hm sorry, I forgot to show you clearly the aim bobing and hold breath feature, but believe me is there 😛
hope I don’t forget to put it on the next video.

Sprawl Game Development – Some Network Tests

Some footage from network tests.

Includes a sniper with these models and animations:…

Until we have our own models we’ll stick with this one.

Recoil, Reload, Zoom and Knife

Shame we don’t have an animator yet or we would have iron sights too.


We make a few tests playing over the internet, and we are also glad to announce that only the level restarting does not work flawlessly on the server. Everything else works, for what we could test, indeed, flawlessly 😛

Sprawl Game Development Video – Perk Stamina and Sprint

This video is a little bit more confusing.

Here we present you the perk system with only one perk (for now).
This perk just increases player’s stamina allowing him to sprint a little longer.
The perk system works with a chain of perks, and each perk is unlocked
when a pre-defined score/xp is reached. Each perk can also automatically level up and increasing it’s effectiveness.

So, looking to the top left corner you can see the NextPerkToActivate showing 0 which means the stamina perk is yet to be unlocked and bellow, all the variables with [0] representing the state of the stamina perk.
At last, the PerkStaminaFactor representing the factor applied to the current Maximum Stamina based on the current state of the perk.

You can see when I reach score=5 that the perk is fully leveled up (shows Complete[0]=true) and the MaxStamina is now 4.1550 instead of the initial 4.0.

Unfortunately it may not be clear, but this video was also supposed to show that the player is forced to cease sprinting when he starts to shoot.

Sprawl Game Development VIDEOS

This video shows the pawn’s mesh changing as the player switches team.

This video shows how the soldier and medic have a different weapon inventory.

As we don’t have modelers yet, we are using the default UDK meshes.
So we have the linkgun as an assault rifle, which is the weapon the medic does not have, the pistol is the rocket launcher, and the instagib is the knife.

The knife is supposed to be closed range 1 hit kill, and the same logic will be applied to the medic’s syringe, which will be used to heal wounded and revive dead players.

This video shows the pawn’s mesh changing as the player switches team.