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Get ready for the next evolution of Bodycam with the "Locked and Loaded" update! Dive into over a year of development focused on revolutionary new features that will redefine your tactical shooter experience.

Prepare to be immersed like never before with a completely reimagined weapon handling system. Feel the pressure of combat as your character's animations dynamically change based on their stress levels, from steady reloads to fumbled attempts when under fire. This hyper-realistic approach extends to every weapon, ensuring each action is unique and impactful.

Discover the groundbreaking "Stumbling System," a procedural physics marvel that allows characters to dynamically react and attempt to stay on their feet after taking damage, adding an unprecedented layer of realism to combat. Coupled with the "True Body System," your character's physical presence is fully simulated, allowing for independent movement and a truly organic combat feel.

This update isn't just about mechanics; it's about simulating the raw experience of being in the action. From the nuanced animations to the physical camera movement, every detail has been meticulously crafted to enhance immersion. The "Locked and Loaded" update is set to release on September 2nd, 2026.

Bodycam is the first tactical multiplayer FPS with a true body-camera view in Unreal Engine 5. Close-quarters combats feel raw and loud. Every angle, callout, and bullet matters. Play Deathmatch, Team Deathmatch, and Wingman on photoreal maps where teamplay, tactics, and clutch skill are key.

Play Bodycam on Steam
https://store.steampowered.com/app/2406770/Bodycam/

#bodycam or #bodycamgame #TacticalShooter #PCGaming
Transcript
00:10Welcome everyone today we're taking a look at part of what we've been building for our next
00:15update Locked and Loaded releasing September 2nd and what you're about to see is over a
00:22year's worth of work and in this devlog we'll focus on animations loadouts UI and gadgets so let's get
00:33right into it all right so most FPS games play animations the exact same way same reload same
00:48timing and it makes the same result no matter what's happening but in real life it just doesn't
00:53work like that we asked ourselves a very simple question what would your body actually feel in
01:00that situation if you're calm everything is under control your breathing is steady and your hands
01:10are really stable but when things go wrong when you're getting shot at when you're injured when
01:22you're just simply trying to stay alive your hands they start to shake all of these elements together
01:29are here to make you feel the pressure your character is really going through and that pressure directly
01:50affects how you reload reloading under pressure is completely different from reloading when you're
01:55safe so we built two entirely different states calm and stressed same weapon different behavior and we
02:03didn't stop there inside of each state we created multiple variations several calm reloads
02:11several stressed reloads different timings different movements so it never feels repetitive and this
02:21philosophy doesn't only apply to magazine reloads it applies to every single weapon take a shotgun
02:27even something as simple as inserting a shell has multiple calm variations under pressure those same
02:37movements become rushed with less precision and less control the same goes for both action rifles
02:43loading individual rounds also has multiple calm variations but again under stress your character can
02:49struggle with around or fumble it before loading it even operating the bolt itself has several calm
02:55variations under pressure your hand can slip on the bolt you lose your grip grab it again and finally
03:05chamber the next round the more stressed you are the more your weapon will reflect that the revolver
03:15presented us with a very different challenge most games handle it the same way press reload dump every
03:21round insert a speed loader and you're done one animation no matter how many rounds you fired so we
03:27decided to do it differently every possible reload has its own animation fire one shot you replace one round
03:36fire three you replace three empty the cylinder and you're reloading all eight rounds every single
03:47sequence has its own timing its own movements and its own duration because that's how a real revolver
03:53works but it also changes the way you play because now for the first time reloading a revolver isn't the
04:00same
04:00decision all the time replacing one round is much faster than replacing eight so now you better think
04:07before you reload every animation starts with a reference first our creative director Leo records the
04:15movement in real life that reference is then sent to tap Brandon who then recreates the motion and brings it
04:21to life through animation and finally the in-game result this has taken weeks worth of work sometimes more
04:31than a month for one single weapon and even with all of that we've added procedural positioning your weapon is
04:45never held exactly the same way slightly higher slightly lower slightly off-center every reload feels unique
05:20since the very beginning of body cam and even before body cam existed we've been obsessed with ragdolls they've been
05:27one of the most advanced systems in the project and one of the most appreciated by the community but
05:33despite everything we had built we felt something was still missing so for years we experimented with
05:39different approaches and most of them failed time and time again and that's because balancing a body in real time
05:46is one of the
05:47most difficult challenges in procedural physics the terrain the slope the velocity the impacts the damage and the
05:55location of every bullet landing on the player matters and after years of research and development we finally found a
06:02solution the stumbling system a fully procedural self-balancing system with no animations
06:09no scripted sequences and the character dynamically tries to stay on his feet before collapsing
06:17it only happens in situations where the body could still realistically react like after non-lethal gunshots
06:24shrapnel impacts knife wounds or any trauma severe enough to affect the balance but not severe enough to instantly
06:31incapacitate among all the technologies we've developed for body cam this is probably the one we're most proud of
06:37because in a game filled with complex systems the hardest thing we ever built was teaching a
06:42character how to put one foot in front of the other
06:50realism and body cam goes beyond animations it's also about how your body exists inside of the game
06:55in most fps games your arms are locked and rigged straight to the camera so no matter where you look
07:01everything follows it's like your body just doesn't really exist so we wanted to create something
07:06closer to real life so we built what we call the true body system
07:13your body is fully simulated and your camera is no longer driving it it's just your point of view
07:19so that means you can look anywhere well your character keeps doing the action and this changes
07:24gameplay entirely because now if you want to check your magazine you actually have to look at it and if
07:30you
07:30don't well you'll simply miss it a big part of immersion comes from the fine small details so we studied
07:38real
07:38body cam footage based on how the camera moves when you walk run or suddenly change direction we took
07:45these ideas and we rebuilt our entire camera system around it so it feels entirely physical
07:53because a body cam the camera is not just your point of view it's a real object attached to your
07:59character so when you respawn your character turns it on and when you leave he turns it off
08:08and during gameplay like heavy impacts sudden movements or intense situations your character can
08:13naturally readjust the camera to make sure it keeps recording properly when a flashbang goes off or an
08:20explosion happens nearby your character instinctively protects the space and that same exact logic applies
08:27to the weapon your hands are never completely still so after firing your character readjusts his grip
08:34the more unstable the weapon is the more adjustments happen and under extreme stress after long firing sequences
08:41these small adjustments can turn into real hand fatigue and that same idea extends to your weapon setup because
08:48stability depends on your loadout
08:54and that's where weapon customization comes in you can now modify almost every single part of your weapon
09:00i'm talking about barrels stocks grips magazines some parts unlock others you want a sight on your ak
09:07you need a rail first just like in real life and every part affects how your weapon behaves a compact
09:12weapon is
09:13fast but harder to control a heavier weapon is slower but more stable you can even change how you aim
09:22use
09:22your main sight or switch to a secondary one on the side or aim completely without optics
09:32one of the biggest dilemmas in first person shooters is how to achieve magnification in weapon optics
09:38these days almost every game relies on one of two techniques the first and most common is simply
09:45by zooming the player's camera it's fast and extremely performant but it's not at all how optics work in
09:51the real world the second one mostly used in tactical shooters is a picture-in-picture rendering the game
09:58renders the entire world a second time from the optics point of view this comes at a massive performance
10:02cost that can heavily reduce frame rate make aiming feel much more rigid and also cause
10:07bad quality optic view that's why body cam originally didn't feature magnified scopes like many other
10:13studios we believe that this performance trade-off was simply unavoidable but body cam is built around
10:19realism and we simply couldn't settle for a compromise so after months of research experimentation and
10:25optimization we finally found a solution we found a way to extend unreal engines rendering pipeline
10:35and create a new shading technique that delivers the realism of true picture-in-picture scopes
10:40at a massively reduced performance cost and crystal clear quality inside the lens combine all of that
10:46with the work of our new advanced optic shader featuring realistic glass reticle distortions reflections
10:52and dynamic lighting body cam's optics are now closer than ever to their real world counterparts
10:58again pushing the limits of how realistic a game can truly be and now you're no longer stuck with
11:04random weapons you can choose everything and create as many loadouts as you want each one built exactly
11:10for your own play style this update is also expanding body cam's arsenal because alongside the new loadout
11:16system we're introducing a wide range of new weapons from the compact sg9x to the viper
11:34the r12 automatic shotgun
11:38the rivington 700 bolt action sniper the draco
11:45the cr-75 pistol and an expanded selection of grenade and it's not just about weapons you also have gadgets
11:52like rc cars they're fast small
11:59use them to scout distract send them straight into your enemies
12:05and now drones but no i'm not talking about arcadey drones you see in other fps games
12:12we wanted something real
12:27so we built two ways to control them a casual mode it's simple accessible and very efficient for
12:32newer players and then we also built an fpv mode based on real world physics with real movement and
12:38real control if you've never flown a drone before you can now learn but if you've already flown one in
12:43real life you can do the same exact thing here same movement same precision same everything if you're
12:48a real drone pilot your team will need you on the battlefield because now drones are unpredictable
12:53they're fast dodge they dive to come straight at you you're no longer fighting a system you're
13:00fighting a real pilot with killer intent but we know some players might think that drones are too fast
13:05too small and too hard to hit but that's not the case we built a very precise hitbox system
13:10so they're actually very easy to destroy one bullet and it's gone it all comes down to reaction time
13:20and who reacts first and all of this happens inside of the game no menus we removed every
13:27single one of them everything is done directly on the tablet you want to change your weapon and
13:31attachments you open the tablet you want to start a patch you open the tablet check the scoreboard you
13:37open that sweet old tablet everything keeps happening around you in real time
13:49all right thanks for watching everyone we hope you got a glimpse of our vision and the work behind
13:54it this is just one part of the update and next week i'll dive into our sound design i'm talking
13:58about
13:59a full rework with gunshots
14:13footsteps and overall ambiance improvements
14:19we have rebuilt everything to match a real body cam and the things they see and hear around it
14:25so there's a whole lot more coming and i'll be right here to tell you all about it
14:29and until then see you on the battlefield
14:39adieu

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