(DEV) FPS Module 2.0
FPS 2.0
The new version of ORION: Prelude in development has undergone some major updates and improvements. One of the first areas revisited was the Core FPS Module.
The original systems had a solid bedrock in terms of structure but I wanted to dive in and revisit many aspects. This allowed me to add a variety of new systems that helped modernize important elements and I wanted to share some of that with you all.
FRAMING (Composition)
A new composition for the FPS Module has the game feeling *radically *different.
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Things feel tight, reactive and the world scale has been adjusted as a result.
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This is honestly feeling more like the Source engine than ever before and I am excited to see what you think just about core game feel as the project is launched and continues to grow.
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Weapons now occupy about 10% of the screen (compared to 25-40% previously)
ORIGINAL
Occupied 25-40% of the screen.
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Game Render
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Composition Framing
>> EXPERIMENTAL
Occupies 10% of the screen.
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Game Render
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Composition Framing
FLUIDITY (Sway)
It also includes entirely new systems such as Look Sway, Move Sway, Crouch Tuck & more that I plan to cover in separate updates.
ORIGINAL
= The original system had zero reactive elements resulting in a stiff, static weapon feel.
>> EXPERIMENTAL
= The new experimental systems have reactive elements tied to player mechanics providing a more fluid, responsive, smooth weapon feel.
**IMPACT **(Recoil)
There is an entirely new Procedural Recoil system that is going to be applied to weapons to give extra fidelity, feel and "oomph".
>> ORIGINAL
(LONGSHOT SNIPER)
= Lite + Weak w/ very little kick-back.
** >> EXPERIMENTAL**
(LONGSHOT SNIPER)
= Heavy + Powerful w/ very nice kick-back.
>> ORIGINAL
(T-47 AR)
= Lite + Weak w/ very little kick-back.
** >> EXPERIMENTAL**
(T-47 AR)
= Heavy + Powerful w/ very nice kick-back.
**SMOOTH **(Transitions)
I've also been working on cleaning up a lot of "tissue" between systems to make things feel more natural, polished and responsive. Here is just one example to illustrate:
>> ORIGINAL
(T-99 DUAL PISTOLS)
= **ADS **had a harsh single-frame snap.
** >> EXPERIMENTAL**
(T-99 DUAL PISTOLS)
= **ADS **is now SMOOTH.
BUFFED (Attachments)
You'll see some new weapon updates even on the First Preview. The includes updates to both the CV-10 Standard Pistol and the T-12 Combat Shotgun, both of which have new Reflex sights added for improved ADS combat.
>> CV-10 PISTOL
>> T-12 COMBAT SHOTGUN
Q&A 2026
I am currently working on a large Q&A based on questions I am seeing. If you have a question about something please feel free to ask it.
The absolute best place to do this is on the Official ORION Discord Channel** **where I am often interacting but I also try to do my best to read the comments here.
I will let the questions pile up for a week or two and then I'll get the update out with as many answers as possible for additional perspective and clarity.
JOIN THE ORION DISCORD
https://discord.gg/cY5XHC3
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Additional previews
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Dev interaction
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Poll voting
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Early testing opportunities
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& more
TikTok: http://tiktok.com/@dankie.dev
Twitter: https://x.com/dankiedev
YouTube: [dynamiclink href="https://www.youtube.com/@dankiedev"][/dynamiclink]
ORION: Prelude @ Steam:
[dynamiclink href="https://store.steampowered.com/app/104900/ORION_Prelude/"][/dynamiclink]
ORION: Prelude is back in active development.
The goals are simple:
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A better game across gameplay and feel.
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A more optimized game across polish and performance.
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An open development process worth following along with.
This is all on an existing game that you may already own. Every update and quality-of-life improvement goes to existing owners for FREE.
With Love, PRAZ
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