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Damn, I should've put laser mesh onto the same visual layer as the gun (it's rendered in subviewport), that's probably why it's a bit misleading. It uses hitscan from the camera to detect boxes and obstacles. Mesh is generated from gun point to the hitscan position. I also wanted to have 2 different cursors for boxes and laser, but I couldn't figure out how to implement it at first and decided to skip it to finish in time.

And I totally forgot about Antichamber! It's definitely was a subconscious inspiration for this game. The "3D fps puzzle with guns" should definitely be it's own genre lol

(+1)

It doesn't affect much. Just a little annoyance.
As you can see in our project we had much more quirks like that.
Yours is very polished in that regard!