a lot of very useful feedback. thanks. Gonna end up rewriting the movement system (to fix that accidental-airborne-at-top-of-slopes bug). And i’ll pump up the base jump height and air strafe speed a little too. The default settings are intuitive for players with experience with goldsrc/source engine players but that’s not my entire target audience so I better smooth out the edges if I can.
Sorry about the maze. It won’t be quite like that in the final version of this map and I plan to include multiple maps
I also noted down the vsync and native fullscreen options.
not sure when I can promise any of that stuff, since it’s pretty low down on my priority list for now
I'm glad you found it helpful! I'm curious how much is this meant to have gameplay and how much is it meant to just be some kind of interactive chatroom or similar?
Im making this game to build a toolset for future projects which will pull in a variety of directions, mostly gameplay-oriented
This particular project: I envision the game as more of a chatroom in the style of club penguin or runescape, just in the first person perspective. I thought this type of game would appeal the most to demoday players and my own friends.
How did you make the controller for this? Whenever I'm trying to make a first person game I always have trouble getting the movement to feel right and I really like how the movement feels in your game. Did you use a controller from the Asset Store?
i wrote it myself a long time ago. It doesn’t use a rigidbody. the physics are raycast based (capsule casts really) and fires a bunch of those every tick to do the movement. the physics needs a rewrite incidentally it has a lot of degenerate cases where you just fall through the map
There's not much to do quite yet, but the controls are quite responsive and fun to experiment with. Jumping while going up slopes felt not quite right, and I ran into a bug where after drowning I would drown a second time on the respawn spot, but otherwise I thought the game was quite cute and look forward to giving it another try when there's a bit more stuff to do in it.
Jump Chat as usual is very charming. It was cool to see the bots, as well as the rocket launchers. I think you need to add some server commands so you can pause use of the rocket launchers for a bit when needed.
Comments
aw sick! thanks man. watching this now
a lot of very useful feedback. thanks. Gonna end up rewriting the movement system (to fix that accidental-airborne-at-top-of-slopes bug). And i’ll pump up the base jump height and air strafe speed a little too. The default settings are intuitive for players with experience with goldsrc/source engine players but that’s not my entire target audience so I better smooth out the edges if I can.
Sorry about the maze. It won’t be quite like that in the final version of this map and I plan to include multiple maps
I also noted down the vsync and native fullscreen options.
not sure when I can promise any of that stuff, since it’s pretty low down on my priority list for now
I'm glad you found it helpful! I'm curious how much is this meant to have gameplay and how much is it meant to just be some kind of interactive chatroom or similar?
Im making this game to build a toolset for future projects which will pull in a variety of directions, mostly gameplay-oriented
This particular project: I envision the game as more of a chatroom in the style of club penguin or runescape, just in the first person perspective. I thought this type of game would appeal the most to demoday players and my own friends.
How did you make the controller for this? Whenever I'm trying to make a first person game I always have trouble getting the movement to feel right and I really like how the movement feels in your game. Did you use a controller from the Asset Store?
i wrote it myself a long time ago. It doesn’t use a rigidbody. the physics are raycast based (capsule casts really) and fires a bunch of those every tick to do the movement. the physics needs a rewrite incidentally it has a lot of degenerate cases where you just fall through the map
The movement code is pretty similar to https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/bg_pmove.c the physics are pretty similar to what I would guess this asset does https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131
There's not much to do quite yet, but the controls are quite responsive and fun to experiment with. Jumping while going up slopes felt not quite right, and I ran into a bug where after drowning I would drown a second time on the respawn spot, but otherwise I thought the game was quite cute and look forward to giving it another try when there's a bit more stuff to do in it.
Jump Chat as usual is very charming. It was cool to see the bots, as well as the rocket launchers. I think you need to add some server commands so you can pause use of the rocket launchers for a bit when needed.
Neat. I wanna see some kill gamemodes maybe?
I love the dialogue. The maze pit fellow bit was funny
MY PRIORITY LIST
GUNS
MINIGAMES
MY OUTPUT
guns CHECK
minigames NOT CHECK
thanks for playing