Tag: Project Forsakov

  • Inventory and weapons

    Weapons

    Just reworked the firing system—it looks pretty good so far (not the final version).

    To achieve this, I created a sort of Procedural Animation system that allows me to edit position and rotation while also triggering events like sound, muzzle flash, and bullet casing ejection. This lets me, for example, animate moving parts like the bolt handle of the L96 (see video below).

    There are also two types of recoil: one applied to the gun and another to the camera.

    Next, I’m planning to add a bullet trail effect, and the weapon system should be ready for the alpha versions.

    Inventory

    The main goal is to handle all logic and actions on the server before interacting with each item. The primary reason for this transition is to prevent cheating and glitches. The player will simply read their inventory from the server, and all interactions must be validated by the server.

    Moreover, for now, the inventory system is quite basic, similar to Minecraft’s. In the future, I plan to implement a grid-based/core inventory system like in Escape From Tarkov or Diablo 2.

    Additionally, the icons are just placeholders; I want to focus on the core systems first before creating icons based on the actual models.

  • The start of a wonderful adventure

    First post of many (I hope), here we go!

    Forsakov is a multiplayer, full-body, low-poly apocalypse survival game. Inspired by titles like DayZ, Escape from Tarkov and Arma3, Forsakov aims to offer a hardcore yet accessible survival experience, blending PvP and PvE elements in a vast open world.

    🎨 Art Direction

    The game follows a minimalist low-poly aesthetic with flat shading, keeping visuals clean while maintaining a unique style that stands out. Every model in the game is handcrafted to fit the artistic vision, emphasizing clarity and readability over excessive details.

    ⚙️ Core Mechanics

    Forsakov is built with depth and realism in mind, while staying fun and engaging. Key systems include:

    ✅ Survival Elements – Players must manage hunger, thirst, health, energy, and radiation to stay alive.

    ✅ Dynamic Looting & Crafting – Scavenge for resources, craft weapons, tools, and essential survival gear.

    ✅ Full-Body Awareness – Every action is reflected on your character’s model, enhancing immersion and tactical gameplay.

    ✅ Farming & Animal Breeding – Survive not only by scavenging but also by growing food and raising livestock.

    ✅ Multiplayer & Base Building – Team up with others or go solo, fortify a safe haven, and protect your loot from both zombies and other players.

    ✅ Server-Authoritative Multiplayer – To prevent cheating, the game ensures fair play with a secure networking system built on Mirror.

    🚀 Development Approach

    Forsakov is being built in Unity (URP), using a mix of Lit, Unlit, or custom shaders to achieve the desired aesthetic. The focus is on optimization, fluid gameplay, and strategic survival mechanics, ensuring that every action—whether climbing, shooting, or looting—feels intuitive and rewarding.

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