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FPS Features

Discussion in 'Projects In Progress' started by Adastour, Aug 12, 2021.

  1. Adastour

    Adastour

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    Hello! I've been working on a commercial indie FPS shooter in unity. I have the core mechanics plus some addition features. What small features should I add to my game to appeal and complement the overall game. Examples of this would be Head Bob (camera sway).
     
  2. Pixelith

    Pixelith

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    I don't think there is any adequate way to judge what features would be suitable without actually seeing what you already have.
     
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  3. EternalAmbiguity

    EternalAmbiguity

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    You should consider posting it in Feedback Friday over in Game Design.
     
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  4. Adastour

    Adastour

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    I'll send a prototype of the game.
     
  5. Adastour

    Adastour

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    Note that I've only been working on this project for 3 months, and I have a very low budget currently so it doesn't have AAA graphics.
     
  6. BIGTIMEMASTER

    BIGTIMEMASTER

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    well i hate to break it to you home dawg but if you post something that doesnt rival the latest COD in feedback friday people here are just going to eat you alive. They're viscous.


    (sarcasm)
     
  7. Adastour

    Adastour

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  8. Pixelith

    Pixelith

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    No need to send it personally. If you're really wanting feedback then you should try posting some details here, or as @EternalAmbiguity has mentioned you can post in feedback Friday.

    As @BIGTIMEMASTER has also mentioned, some people can be a little brutal with feedback as well. So I hope you have hardened skin.

    *Edit*
    I saw the video posted right before I sent my response. Bad typing speed on my end.
     
  9. Adastour

    Adastour

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    Don't worry in 6 months I'm getting a very large budget for the game so I will get triple AAA assets
     
  10. BIGTIMEMASTER

    BIGTIMEMASTER

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    Six AAA's? holy cow.
     
  11. Adastour

    Adastour

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    Six AAA's?
     
  12. BIGTIMEMASTER

    BIGTIMEMASTER

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    Some thoughts after seeing your video:

    spawn the zombies with a random offset time for each instance. also make a small variation for each zombies speed. That way they seem more like individuals and player will have to selectively target them more.


    six AAA's = you said triple AAA. Kind of redundant. Just a dad joke.
     
  13. Pixelith

    Pixelith

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    *cough* 9 *cough*
     
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  14. Adastour

    Adastour

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    Thanks for the feedback! However, the system I think I'm going to use is where the zombies come from the ground and play a particle system or, a more cod, approach where they come from the buildings.
     
  15. Pixelith

    Pixelith

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    I wanna add onto this in that you should probably fix some current bugs before adding more. I noticed your gun still shoots when paused and in the gun selection menu. Doesn't seem like much now but i guarantee it'll feel great to fix that.
     
  16. Adastour

    Adastour

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    I've noticed those too. They are easy fixes like calling a function when you pause. And the reason the UI doesn't look too great is I'm going to get this asset called Bullet UI but it costs $50.00. Which I could be spending on different thinks so Ill wait. If you have any other suggestions then feel free to tell me.
     
  17. Adastour

    Adastour

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    To fix the bug it's not the most performant but it only takes 1/1000 of a frame.
    I just added a Boolean to the Shoot method and it checks if paused then return.
    In the paused script I just wrote

    foreach (GunLogic gl in weaponHolder.GetComponentsInChildren<GunLogic>())
    {
    gl.Paused = true;
    }

    and when unpaused

    foreach (GunLogic gl in weaponHolder.GetComponentsInChildren<GunLogic>())
    {
    gl.Paused = false;
    }
     
    Last edited: Aug 12, 2021
  18. warthos3399

    warthos3399

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    This should not be posted here to be honest...
     
  19. Adastour

    Adastour

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    Why?
     
  20. Antypodish

    Antypodish

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    We are not that bad on FF. But if someone is asking for feedback, obviously is not about prising, but get constructive critique, which hopefully will lead to game improve improvement. Otherwise, why ask? :) We had few guys, which used ff for busting their gameplay mechanics, by being open to feedbacks.

    Yeah 9A joke. But it is not like just asset make AAA game.
    What about a game play?
    At current state you are better stay at low polly and work your base game mechanics and find fun factor. Once you got that, consider to improve assets.
     
  21. Adastour

    Adastour

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    Thank you so much for your reply. I've updated everything to be better "quality" and not low poly. (Notice the air quotes because low poly games can still look good). I've also fleshed out the mechanics of the game and they play very well. And every major thing the is in post game is almost done so that's why I'm more focused on graphics and small details because you can't make a game on just mechanics. Well I'm working on the fun factor right now but I have a few small ideas to make it repayable.