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Operation Vyce | Week 1: 8/30/2026

Writer: Sean Perkins
Sean Perkins
Aug 30
2 min read

Updated: Sep 6

This is my first worklog for Operation Vyce, so I can document my progress on the game. These will be relatively succinct unless I ran into a super difficult issue or roadblock. I got my PC setup mid-week so I was able to get less done than I would've liked.


What I accomplished

  • Tweaked character movement component to feel snappier and more responsive.

  • Added jump buffering so you can hold the jump button to jump right after you land.

  • Added arms to the View model

  • Added small game feel aspects to the camera, like head bob, camera lean , and weapon sway.

  • Added sound effects like footsteps and jump grunts to improve movement feel.

Challenges

  • Arm View model clipping. It was difficult to fine tune the perfect distance for the arms so that they are framed well in the camera without clipping through it.

  • Figuring out how to use Unreal's enhanced movement system for the jump buffering was a bit cumbersome but it ended up working out with a bit of debugging.

What I still want to do

  • Set up Version Control for the Project

  • Adjust camera lean so that it works mid air.

  • Reduce ground friction so that the character decelerates a bit when stopping.

  • Add weapon Bobbing animation for currently equipped weapon.

  • Move on to another core system, like melee or Pickups

My Thoughts

I like the amount of progress I made this week given I only was in engine for around half of it. I've finished the first iteration of one of my core systems and laid down a good foundation for the other ones. The next system up next week is probably the melee system or the weapon pick up/drop system.



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