Project2088
@RWE__UK
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Solo VR GameDev - Project 2088 - Explore, Fight, or Steal. It doesn't matter, just survive. dystopian RPG shooter -Free to play
Joined December 2021
2088 Dev Log 145 XP System Update Expanded the XP framework to integrate the new target system. Simple plate targets now consistently award 10 XP. Human silhouette targets feature zone-based rewards: Headshots: 10 XP Body (torso): 5 XP Peripheral hits (limbs/edge): 2 XP
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Project 2088 DevLog 142 - 01 Breaker’s Field (No-man's-land Zone) (2km x 2km open zone) Formerly Bakersfield — now a rust-blanketed no-man’s-land of rail debris, wrecked hangars, and sunbaked corpses Full of opportunity ⚙️ Gameplay Systems: Target Range added
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Project 2088 - DevLog 141 - 02 - Native Quest 2 gameplay Under 4GB local install Target Practice on the range #IndieGameDev – #RealWorldEntertainment – #UE5 – #MadeInUE5 – #VR – #combatfeedback – #bleedsystem – #dismemberment – #projectileFX – #realimpact
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Project 2088 - DevLog 141 - 01 - Native Quest 2 gameplay Under 4GB local install Target Practice on the range #IndieGameDev – #RealWorldEntertainment – #UE5 – #MadeInUE5 – #VR – #combatfeedback – #bleedsystem – #dismemberment – #projectileFX – #realimpact
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WIP: UE5 Grass, w/ global direction and undergrowth thatch
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Project 2088 - DevLog 140 - 01 - Native Quest 2 gameplay Under 4GB local install Target Practice on the range #IndieGameDev – #RealWorldEntertainment – #UE5 – #MadeInUE5 – #VR – #combatfeedback – #bleedsystem – #dismemberment – #projectileFX – #realimpact
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Project 2088 - DevLog 139 - 01 - This week, I expanded the hit feedback system to deliver clearer, more reactive indicators when NPCs are struck. Projectiles now spawn impact-based markers (such as arrows or embedded debris) that automatically flip their
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Project 2088 - DevLog 138 - 02 - I’ve implemented a full limb-based hit detection and damage system using skeletal bone names and modular Blueprint logic. Hits are dynamically filtered by body region, and each area applies a distinct damage multiplier —
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Project 2088 - DevLog 138 - 01 - I’ve rebuilt the HUD splash system from the ground up to support dynamic, immersive messaging in VR. The system now supports queued text prompts, which type out letter-by-letter and animate smoothly on-screen, providing clean,
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- Project 2088 - - DevLog 137 - 01 - The diegetic "holographic" Text HUD is now working. But it's pulling an enum value in numbers not it's desoay value of ammo types. NPCs hit collision is now working but they can't seem to die. XP bar added but I've added
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- Project 2088 - - DevLog 136 - 01 - Native Quest 2 gameplay Under 4GB local install Target Practice on the range #IndieGameDev ** – **#RealWorldEntertainment ** – **#UE5 ** – **#MadeInUE5 ** – **#VR ** – **#new ** – **#firearms **
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- Project 2088 - - DevLog 135 - 01 - Native Quest 2 gameplay Under 4GB local install Target Practice on the range #IndieGameDev ** – **#RealWorldEntertainment ** – **#UE5 ** – **#MadeInUE5 ** – **#VR ** – **#new ** – **#firearms **
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- Project 2088 - - DevLog 134 - 02 - Been working on expanding the new builds and levels This all native standalone Quest 2. We're on our 17th build. Looking at adding more AI NPCs Maybe a merchant A rework of the Exp system is in the work
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- Project 2088 - - DevLog 134 - 01 - **#IndieGameDev** – **#RealWorldEntertainment** – **#UE5** – **#MadeInUE5** – **#VR** – **#new** – **#firearms**
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