I think this has to do with how aiming is carried out. The pivot point of the player is the head, which looks at the cursor. The gun is offset by like 20 pixels. So depending on your direction of aiming, the bullets fall outside of the cursor. I do not have an idea on how to fix this other than by moving the pivot point to the shoulder, but this looks unnatural.
FreezePeachStudios
Creator of
Recent community posts
Thanks man I appreciate the feedback. If you use Godot by any chance there is a motion smoothing function move_toward(current,target,delta) Where current is your current velocity, target is your target velocity, and delta is the change in velocity. Usually delta is some fraction of the movement speed, this gives the player the feeling of inertia. I do not know how this would be implemented in Unity or Unreal, but I would just google "<game engine> add player inertia" for more information.
Here is my team's game: https://itch.io/jam/gamedevtv-jam-2024/rate/2748517
Hi All,
After 3 weeks of learning the Godot Engine, we entered our first game jam and managed to put together a half-decent prototype of a game we are now thinking of expanding on. I wanted to reach out here and try and get a little feedback outside of the game jam community forum to ask how we can make it better. Specifically, if you have knowledge in Godot, can you direct us towards any instructional material that could help us implement some of these mechanics? I have marked a few in bold below to denote that we do not have a definitive solution worked out for implementation of these mechanics.
Here is the link to the game page.
https://freezepeachstudios.itch.io/salvation
We are aware of a few issues we want to address, as well as mechanics we did not have time to implement properly.
Mechanics cut for time:
- Ammo - Limited ammo pool that can be replenished at supply crates
- Health - Either
- Particle effects for player/enemy hit
- Proper UI
- Proper game over scene
- No score tracking
Known issues:
- Player sticks to the wall
- Player hit sound isn't punchy enough
- Enemy pathing algorithm is basic and leads to a conga-line effect.
Hi,
Please take a look at my game when you have a chance.
https://itch.io/jam/gamedevtv-jam-2024/topic/3809168/our-first-ever-game-salvati...
Please provide constructive feedback by commenting. We are new game dev's and we want to learn how to improve upon our game!
Ahh yes, I wanted the sprint to be directional so you couldn't backpedal at ludicrous speeds. I am not great at trig though, so I need to mess with my sprint check function a bit more. There was an audio cue on player damage (zap sound effect) but I find it to be a little too drowned out by the gunfire and idle noises.
Thank you for the feedback. We had a little issue with scope creep and we 100% intended to have item pickups (health/ammo) as well as a limited ammo pool obviously with our original scope of the game. We ran into a severe bug on days 6, 7, and 8 where none of our collisions were working correctly and we couldn’t fix them no matter what. I managed to figure out on day 8 that our instantiated enemies were loading from an older scene, where the collision layer/mask was set to default 1 , 1. Had we not encountered this we would have been able to finish item pickups and possibly some particle effects.
Is that unity? It looks like a fun take on the theme! I love seeing what everyone has done with incorporating the theme into the game. It lets me see how others think outside the box.
Here is a link to the forum page for my team’s submission.
Please let us know what you think. We are new to game dev (~3 weeks experience for both of us) and want all the feedback we can get!
Thanks! We got to a point where it felt awkward to know that the enemies were around a corner and able to anticipate shooting them. We added the idle sound so you can hear them approaching, but you do not necessarily know from what direction. If we continue working on this we eventually want to de-linearize the map so that there are more attacks from unexpected directions.
Hello all. We would just like to thank everybody for participating in this game jam. We are looking at submissions at work and are so impressed and it only furthers our motivation to continue to develop our skills so we can make games as good as the ones I have seen so far.
This was the first game my friend and I ever worked on together, and we couldn't be happier with how it turned out. Through all the spaghetti code, debugging, and long nights, we are thrilled that this jam gave us the opportunity to be pressed into finishing a game that we can uniquely call our own, no matter how scuffed it may be.
We learned a lot that we have not been able to address via tutorials alone, such as the fog of war mechanic we implemented. We look forward to continuing our game dev journey, wherever it may take us.
- Freeze Peach Studios
Check out our entry, Salvation, here! Throw us a review and leave a comment telling us how we did, and what we could potentially improve upon or implement!