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STEINWOLF FPS Prototype

OVERVIEW

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Infiltrate quietly or loudly. One gun or two guns.

  • Designer Icon

    Technical / Systems Designer

  • Prototype Icon

    Ongoing (2025)

  • Person Icon

    2

Unreal Unreal Unreal
FPS Singleplayer Action Stealth Prototype Mission

DEVELOPMENT

Project Timeline

Working in Spare Time

Prototyping & building core systems currently

Project Goals & Progress

Working with Philip Jensen, my level designer friend, we wanted to create an FPS mission that takes inspiration from games like Wolfenstein. The goal is to have dual wielding weapons, the option of stealth, and some set piece moments. Ideally this is a prototype that could be taken and placed into a game like Wolfenstein and fit in realistically, disregarding the later needed polish.

We are working on this in our free time, with Philip doing the level-related tasks and myself handling the technical aspects. So far, I have been building the core systems in C++. Currently we have a dual-wield system that works with mixing and matching weapons, but visually it only works for the rifles due to a lack of animations. The player can shoot and kill a dummy enemy, and I am working on adding more weapons with different effects now.

FPS Controller

I started by replaying the two mainline Wolfenstein games to see how their controls felt. When trying to emulate the true first person style from The New Colossus, I encountered several problems with the camera and collision.

One iteration was made rotating the spine bones when the players aimed up and down so the arms would follow the camera view, however, this caused clipping problems as the skeletal mesh and camera was outside of the capsule collider. Making the collider larger would only cause more issues with collision detection when walking, so I decided to instead try without bending the spine. This solved clipping, but the aiming was extremely inconsistent and unusable.

Finally, I decided to switch and try the first-person style from The New Order, where you can only see the player's arms and weapons. This made it much easier as I could parent the camera to the mesh and have a pivot point that rotates for the aiming. For a prototype, it works well and allowed me to proceed with the weapon and other systems. The weapons have different sockets and there is an IK for holding the single weapon, which I found some good videos about online. See the current results comapred to their references below!


View FPS Character Setup and Weapon Input Functions

                                    

Combat System

I've used C++ before, but not in Unreal, so this is my first time. I want to understand it better though, so I am building all the base classes starting in C++ first. After getting the first-person character set up, I began on the combat system.

The design focus here is to allow the player to have several different options of handling enemies in the more linear and mission-focused map. They should have the option of several different weapons and combinations, as well as the noise they make being a factor.

Weapons

Ammo & Inventory

Firing

Animations

NEXT STEPS

With the dual wield system working with three different guns functionally, I now need to get it working visually with animations and proper sockets so the player can have a better experience in seeing what they are doing. Then, I will move on to creating the AI behavior with them patrolling, taking cover, and reacting to the player's noises and actions. We hope to make one full level that could be included in a Wolfenstein (or similar) game!