Family Frag Night
Free-for-all with the kids. Tactics queued behind the fun.
What: Fifteen minutes of three-player free-for-all in the test map. The kids had a blast. I had a blast and a bug list. Nobody used cover. The clip embedded here is a short slice. The energy is obvious: we're running, shooting, ducking around corners, and immediately re-engaging. That last part is the problem. The game right now is faster than I want it to be. Movement speed is high, weapons fire as fast as the button can be mashed, no ammo limit. All three things kill the value of cover and incentivise button-mashing over positioning. So the next phase on tactical combat got concrete: ammunition with real magazines and reload mechanics, movement tuning that makes sprint a commit and walking the default, and a real fire cadence with recovery between shots. Cover only matters when those three are honest. Long term, base movement gets slower and the speed modifiers come from stats, cyberware, and spell effects: a build determines how a character traverses a fight. Bugs we collected along the way: • Hit chance percentage disappears mid-engagement • Weapon orientation drifts off the target while the shot still lands where the lock says • Off-screen enemies remain valid targets (camera frustum is not part of the validity check) • Weapon mesh clipped through walls up close • Leg animation desyncs from movement direction • Walking into a wall produces a leg animation glitch • General wall collision feels bad, classic problem (wall slide, step-up, soft contact all on the table) • Tab to cycle targets felt awkward, kids wanted C reserved for crouch and a different key for cycling
Why: Fifteen minutes with three players and the loop is already fun. That is enough to keep going. The next focus was making cover matter.
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