#I need feedback for my fps
1 messages · Page 1 of 1 (latest)
Not a fan of 'lowpoly' style, sorry, it just looks... unfinished...
thank god I put on the description that is just a demonstration and its very primitive.
I'm not looking for feedback on how it looks because it doesn't even have a look yet.
I just want to hear feedback on the core mechanics like gunplay, IA, movement
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. 😉
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
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
Thx, yeah I need to make a more suiting VFX for it, the damaged overlay was just a quick find I got on google hahah.
If I'm honest I don't really know, right now I'm kinda lost with what I want this to turn into so maybe some ideas would be appreciated
What I know is that I'm interested in making a fast fps like doom, so I would like to know if you think the gunplay looks fine
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.
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
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
Thx a lot man
You're right, I will update movement so it feels fast and responsive.
Thx also for the AI thing, I didnt think of It like that, thank god It isnt very developed yet so I can focus properly on the levels
I Will also watch that GDC video, It sounds interesting
For the most part I just made everything on my own because i'm also adding orbital mechanics to this so It needs to be custom made.
From what I remember, I recall watching a video from Sebastian Lague on planetary movement.
For the gun movement i just looked up gun sway and got the basis of It and developed from It, I dont really remember any specific video
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
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)
oh that's cool, I'll definetly check it out thx ❤️
Hey man! Looks really cool! Would love to see the final product!
i love it 🤩
Question: If you shoot, center your sights, how do the bullets come out?
also put to the game more love pls
thx a lot man
well the bullets actually are casted from the player's view, but the vfx come from the gun barrel