Now, before I can say what I worked on, I need to mention the RnL timeline.
RnL was originally developed as a mod based on the Half Life 2: DeathMatch version of the Source engine. Over a period of 5 years, it would receive 10 major patches before development died down for a variety of reasons.
5 years later, a new team emerged, comprised of some veterans from the old team and some new blood, looking to port the game as a stand-alone on Unreal Engine 4.
This is where I joined, after having played the mod for 10 years and loving it deeply.
For a while, I was the only C++ programmer. And while another teammember did objective/spawn logic in Blueprints, I focused on the gun-play and player movement.
I added in the gun mechanics (free-aim, stances, procedural sway and recoil, etc) as well as player movement mechanics (stances, head bobbing, fatigue, supression, etc).
Sadly, after around a year, I had to quit working on the game because of non-compete with my current employer.
Shortly after this, the rest of the RnL dev team merged with Cornered Rat Software (creators of WW2 online), and the game was renamed to "World War II Online: Chokepoint".
I wrote a paper, analyzing the level design of one of my favourite levels in the mod.
And I also wrote a guide on how to get into the mod.
If it wasn't abundantly clear yet: I really like RnL..
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