#I need feedback for my fps

1 messages · Page 1 of 1 (latest)

pine kelp
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Hey everyone, I'm making a fps game, its just a demonstration for the moment and its very primitive but I just want some feedback to see what aspects of it can I improve

icy vortex
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Not a fan of 'lowpoly' style, sorry, it just looks... unfinished...

pine kelp
exotic portal
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It's hard to provide usable feedback just watching the video, and not knowing what type of fps this is going to be: realistic duck & cover "oh look I can hide at the right time" to throw in a John Romero quote or a skill-based boomer shooter.

Definitely the enemies are moving too slowly.
I like the detached weapon floating in air for some reason.
I wonder why you can zoom in (looking down scope?) without the gun centering as it does when you shoot.
I don't mind the style but if you go for low-poly / simple looks then don't throw in something with great detail like the blood-splatter overlay graphics. Even in a prototype stage it helps to stick to a core style and an obvious prototype look (eg grid-textures on everything) so that others don't misconceive it as a weird blend of styles as happened above. 😉

weak goblet
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the damaged overlay and particle effects are way too over the top
what specifically are you looking for feedback on?
i get that its a basic demo but theres not much to comment if you dont want feedback on visuals

pine kelp
# exotic portal It's hard to provide usable feedback just watching the video, and not knowing wh...

thx a lot for being nice ❤️
I overreacted a bit before I recognize it, I had a stressful morning hahah

I'm looking forward to make a doom/ultrakill type gameplay, right now there isn't a lot of mobility so I definitely have to improve that.

The zoom thing was just a design decision, I thought it looked nice having a bit of movement even when you're aiming but you're right, it doesn't feel too good so I'll try removing it.

Thx for the last part, this is my first game so I'm a bit lost and I don't know what I really want, I'll make sure with new designs to improve on the prototype look so it doesn't lead to misconceptions.

The blood thing is just really a placeholder for the moment because I didn't find an interesting blood effect and I also didn't manage to make one myself, but yeah I agree its all over the top so I def need to be working on that hahah

pine kelp
fair dune
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If you are going for doom ultrakill type of gameplay both your player and your enemies need to be way faster. Right now I would focus on getting these two things right. First start with the player, get the movement right, make it snappy and fast with plenty of air control. Camera shake is very important for the overall feel. Add shake when shooting, when falling from a height when being hit etc. There is a great GDC video on the topic “Jucing your game cameras with math” or something like that. Once you have the proper movement down and locked then begin working on a AI that will be responsive and a proper threat to that player.

wraith bough
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looks awesome to me the mechanics look good too the ai works as intended I suppose. did you learn how to make that on your own or is there any tutorial you followed to achieve such gameplay ? if so please provide the tutorial thanks

fair dune
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Actually let me retcon my statement. After you got the movement right, start working on your level design, come up with a concept and strategy that is just fun to navigate with the movement you have. Then once you have a overall level design plan that is fin and suits your movement start working in the AI that can be both a threat to the player and utilise the levels well. We made the mistake of making AI first and then levels and had to do serious re-writes to the whole AI so that they can handle the levels

pine kelp
pine kelp
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There was a tutorial series on gun sway that is pretty useful, I dont remember the guys name, but I remember that he worked on a green scene

wraith bough
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thank you so much

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keep up the good work

exotic portal
# pine kelp thx a lot for being nice ❤️ I overreacted a bit before I recognize it, I had a ...

since you mention doom i'm actually working on an online multiplayer splitscreen shooter template following the classic quake/doom gameplay loop 🙂
you may want to look for the quake controller script, there are several variants floating around that ported the behaviour to unity including bunny hopping speedboost and in-air control

as to camera: use Cinemachine, shaking and such are easy to do with it
but honestly i feel those shakes are important for the slow shooters to at least give off the impression of feeling good - fast shooters don't need the camera shakes as much IMO, the same way a game like rocket league doesn't rattle and shake your camera all the time (or at least everyone with a competitive sense turns that setting off)

pine kelp
bitter charm
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Hey man! Looks really cool! Would love to see the final product!

small sky
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Question: If you shoot, center your sights, how do the bullets come out?

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also put to the game more love pls

pine kelp
pine kelp