I think theres still a ton more 2D platformers being actually completed and released. Its a lot harder to make an FPS feel polished and new indie devs often give up early on in the process -- but i do agree ahah
The genre started like this, arena fps, hence the old school shooters, are a clear example. In the past, fps games used to be way more dynamic, deeper and harder than today... Still, there are some active hardcore arena fps around, the most popular is quake champions, probably the hardest multiplayer game out there
@boad8270 "indie fps movement mechanics devlog" with ideas ripped wholesale from current popular games (grappling hook, vampiric health) is almost it's own TH-cam genre at this point
The whole gravity gun arm idea is great, I highly suggest building more game mechanics on it. Would be awesome if the areas you fight in had some dynamic elements you could influence with the gravity arm, maybe let the player pull apart some props and use them as shields/weapons. Also more unique movement options would be sick, letting the player pull themself to weak enemies drones, and props sounds like a lot of fun. I have this image stuck in my head of the player grabbing metal paneling from the wall, throwing it ahead of them, and then pulling themself to it midair.
Add an additive layer to the firing animation, so the gun starts drifting from side to side. It doesnt necessarily have to add any recoil, but it would look better than just the gun going straight back and forth.
For my game I set it so that when the player lands it adds 50 units to their speed. It caps out not too much higher, but it makes it so the player doesn’t feel like they lose momentum out of nowhere. Made the movement feel much more fluid
Nice insight into camera shake, hit markers, camera movements and all that jazz and how they all add to the feel of the game. Everything looks amazing, keep up the fantastic work!
In my opinion when the weapon is taken from the enemy it switches to the pistol a bit too fast, which makes the game a bit unrealistic, and it looks a bit jittery. A fix in my opinion is to make a 5-second delay with an animation of the enemy pulling out the weapon. Also amazing job it looks great so far!
When I saw your video in my notif. I was like "Who the hick is this guy? Devlog 0.37? Let's watch." While watching the video, I remembered why this channel is n notifications ON. Great vid haha well done!
the "have things animate fast, so you can't see how terrible they actually look" tehnique is used in almost every game, tho it's shortened to "if they can't see it well, i ain't animating it well"
Bruh, this video was recommended to me on a perfekt timing, cause i was asking myself the same question u answered in your video. So huge Thanks man! And as a side note: your Games looks dope man!
I think a great addition would be making the grappling/gravity arm have more functions within the game. For example: you can throw your weapon at an enemy if it runs out of ammo, it could also be used as a grappling hook like in Halo
A point for the camera shake! Try to avoid using rotation around the forwards axis, instead use rotation around the right/left axis so the horizon stays level, this will prevent your camera shake from making people motion sick (yes, some people *are* that sensitive and will want to play your game).
The progress looks really. Those small details with the camera adds up and looks really kool. You are right about animating fast for hiding weird animations, I do that too as I am not good with animations as well. Also the weapon grab UI looks really nice. Keep it up! :)
"So I used this special technic which is make animation fast enough so you can't see how bad it is" ahahaha u nailed it, was laughing for 15s straight on my chair, cheers from dev to dev !
Ha, that only just occurred to me! You're right, all the guns except the LMG (and the sniper rifle, but that's not in the game yet) are bullpup. Shorter weapons look better when wall running, so that's one of the driving factors there. If we add another gun to the game, maybe I'll make that bullpup too 😋
I like the throwing the gun mechanic, would be awesome if you can add a byonet to your gun so when you throw it on enemies you could then pull their hearts for HP.
This looks cool. IMO, the muzzle flashes seem very dull. Maybe making them more of a yellow shade and adding some subtle bloom will make it seem more “action-like”, but I like everything else. I’ll be following this project for sure.
Hey Kyle, i found this channel a while back, you got amazing developing skills, so here are some suggestions for the game you're working on: Keep screenshake and recoil minimal, afterall, it's an FPS shooter, screenshake is working against you, also camera movements when doing the in-game parkour should be smoother and not affecting the position of your cursor. Since your game can be a unique concept and not just a movement shooter, i suggest you add finishers to kill off enemies low on hitpoints, you get the idea. I also suggest adding a satisfying sound to bullets when hitting npc bodies and enemies.
Great changes looks awesome. I do think the blue reticle for weapons you can pickup should be a bit larger or more contrasy though. Maybe partle because the level texture is a similar blue right now
Thats the core mechanic of the game. There is no spare ammo / reloading so I tried to not make it tedious, which is why it may seem OP. But thanks for the feedback!
yo i think you should add procedural animatio for the bots be able to jump on top of the flying car lines or something around the screen to make it look faster while spiriting
You should give the enemies a little bounce and fix their animation to fit their speed because with the way it is now it kinda looks like it's floating/sliding around.
Not really, the game is still in a rough state. The AI needs a lot more attention and I would like to get some more art into the game before thinking about releasing a demo. I could release a demo soon but I feel like the feedback I would get wouldn't be valuable because the current game doesn't reflect what I want the game to be, if that makes sense. So once I feel like the game has a solid basis, I will definitely release a demo.
Add you trip on wires and fall flat on your face, but then you find a coin on the ground and go to a pawn shop and sell it, but then the money you received gives you a paper cut, which then gets infected...
Looks really nice. The grab beam effect thing seems heavily inspired by Arcadian Rift. Is that true? Probably isnt an issue but perhaps changing up either the animation or the effect? Well done!
Thanks, and the beam effect wasn't inspired by Arcadian Rift. Its just coincidental that we both decided to have a magnet in our games with a similar look. The beam is pretty generic, just a noisy texture scrolling on a line renderer.
Awesome devlog as always, here's just some random ideas: - add different explosive types (blackhole maybe??) - add a climbing animation with the arms showing - add some sort of bunnyhopping (going complete quake isn't really modern)
I will work on that, currently its just blending between two animations, the gun holding and sliding/wallrunning to avoid having to make extra animations for each gun.
Just an opinion, I feel it would be better if enemies stagger/stops shooting momentarily when hit with a gun throw, which at the same time gives more incentive for players to actually use the function. The game looks pretty fun already tbh!
I think FPS is becoming the new, “2D platformer with a *twist*,” of indie games (nothing wrong with that, just something I’m noticing)
Especially grappling hooks with wall running and sliding
I think theres still a ton more 2D platformers being actually completed and released. Its a lot harder to make an FPS feel polished and new indie devs often give up early on in the process -- but i do agree ahah
“titanfall inspired”
@@MrVook exactly, what’s the last indie FPS that you’ve seen actually release?
The genre started like this, arena fps, hence the old school shooters, are a clear example.
In the past, fps games used to be way more dynamic, deeper and harder than today... Still, there are some active hardcore arena fps around, the most popular is quake champions, probably the hardest multiplayer game out there
“The player controller was a bit stiff, lacked refinement, and sucked ass”. That’s it. I subscribed.
I love how Titanfall inspired so many developers with its movement.
I love this game.
I love how titanfall and nu-doom inspired devs to all make the exact same game, I love oversaturation of the same concept
@@bigboysdotcom745 oversaturation? idk i dont see it THAT much
@boad8270 "indie fps movement mechanics devlog" with ideas ripped wholesale from current popular games (grappling hook, vampiric health) is almost it's own TH-cam genre at this point
So many indie fps games lack feedback, this is very nice to see, especially as someone who cares a lot about feedback in my own games. Good work!
Thanks for leaving feedback about my feedback.
No words, this is insane. This has huge potential.
nah
why is bro angy over an indie game@@DashzRight
@@DashzRight ur 10
I just stumbled upon this. It looks amazing
The whole gravity gun arm idea is great, I highly suggest building more game mechanics on it. Would be awesome if the areas you fight in had some dynamic elements you could influence with the gravity arm, maybe let the player pull apart some props and use them as shields/weapons. Also more unique movement options would be sick, letting the player pull themself to weak enemies drones, and props sounds like a lot of fun. I have this image stuck in my head of the player grabbing metal paneling from the wall, throwing it ahead of them, and then pulling themself to it midair.
Add an additive layer to the firing animation, so the gun starts drifting from side to side. It doesnt necessarily have to add any recoil, but it would look better than just the gun going straight back and forth.
There is side to side movement, its just very minimal. I guess I need to add more.
You should add a duck
@@A_Random_Death_KorpOfKriegsman duck.
These devlogs are inspiring me to work on games again. Nice work!
Calling it now, this is going to be the game of the year when it drops 🔥
For my game I set it so that when the player lands it adds 50 units to their speed. It caps out not too much higher, but it makes it so the player doesn’t feel like they lose momentum out of nowhere. Made the movement feel much more fluid
Nice insight into camera shake, hit markers, camera movements and all that jazz and how they all add to the feel of the game. Everything looks amazing, keep up the fantastic work!
In my opinion when the weapon is taken from the enemy it switches to the pistol a bit too fast, which makes the game a bit unrealistic, and it looks a bit jittery. A fix in my opinion is to make a 5-second delay with an animation of the enemy pulling out the weapon. Also amazing job it looks great so far!
Ya I agree, I just haven't gotten around to making that animation yet.
Literally subscribed yesterday and saw you hadn't uploaded in months. My timing is fantastic.
Loved your game! I really like games that use some aspect of parkour and general fast movement, it really adds to fast paced gameplay.
Game looks really fun and your the only devlog series to be genuinely funny
Thanks, I try to have fun with the videos.
When I saw your video in my notif. I was like "Who the hick is this guy? Devlog 0.37? Let's watch." While watching the video, I remembered why this channel is n notifications ON. Great vid haha well done!
thanks for this man im doing an FPS and while it sounds simple theres a lot you dont notice while playing them
that looks like an amazing game! ima definitly get that when it comes out
the "have things animate fast, so you can't see how terrible they actually look" tehnique is used in almost every game, tho it's shortened to "if they can't see it well, i ain't animating it well"
lol
Bro that movement looks velvety smooth *Chefs Kiss*
Excellent improvements to the controls. Hopefully it feels as good at it looks!
Aye, thanks. And ya I think the controls feel pretty good, but I may be biased.
The intro itself made me want to have this :D Looks like it has some nice feeling to play
Bruh, this video was recommended to me on a perfekt timing, cause i was asking myself the same question u answered in your video. So huge Thanks man! And as a side note: your Games looks dope man!
Dude I was here on the 3rd devlog and the game had nothing to it. Wow how it has grown. Dude you're a legend
Thanks, the game is getting there, slowly but surely.
@@KyleRhoadsDev indeed indeed
when wallrun or climb, show your hands
I think a great addition would be making the grappling/gravity arm have more functions within the game. For example: you can throw your weapon at an enemy if it runs out of ammo, it could also be used as a grappling hook like in Halo
3:09 You're a legend for using _Hotline Miami_ music.
Honestly looks really great so far, keep up the good work.
Looks awesome!! Very excited to follow your progress!
4:52 happy to find someone else who uses their IDE to write in for non code related things too
you should add camera shake on explosions if you havent already and maybe an option for speed lines that would be cool
A point for the camera shake! Try to avoid using rotation around the forwards axis, instead use rotation around the right/left axis so the horizon stays level, this will prevent your camera shake from making people motion sick (yes, some people *are* that sensitive and will want to play your game).
The progress looks really. Those small details with the camera adds up and looks really kool. You are right about animating fast for hiding weird animations, I do that too as I am not good with animations as well. Also the weapon grab UI looks really nice. Keep it up! :)
Thanks, and ya the fast animations also just feel better imo. If animations take too long they just end up feeling clunky.
"So I used this special technic which is make animation fast enough so you can't see how bad it is" ahahaha u nailed it, was laughing for 15s straight on my chair, cheers from dev to dev !
The first devlog I see that catch up my attention
You're original man GG
not like these devbugs think thier low poly stuff
this game looks like what Robo Recall played like with mods, just no vr required. Pretty cool!
I love that every weapon is bullpup in this game. 💯
Ha, that only just occurred to me! You're right, all the guns except the LMG (and the sniper rifle, but that's not in the game yet) are bullpup. Shorter weapons look better when wall running, so that's one of the driving factors there. If we add another gun to the game, maybe I'll make that bullpup too 😋
Solid stuff, the improvements looks great!
Thank you!
Love both of y’alls videos
now that looks like something a sane person will play!
this is essentially "I don't want to make animations so I'll just not make animations". Its genius
4:04 I AM DDYGIN WHAT A LINE OF CODE
Ya, I didn't have any footage of the old player controller so I had to improvise a bit.
I like the throwing the gun mechanic, would be awesome if you can add a byonet to your gun so when you throw it on enemies you could then pull their hearts for HP.
This looks cool. IMO, the muzzle flashes seem very dull. Maybe making them more of a yellow shade and adding some subtle bloom will make it seem more “action-like”, but I like everything else. I’ll be following this project for sure.
I Am Definitely Going To Get This When It Comes Out.
Sounds and recoil are the most important part in a fps
Nowadays its about the microtransactions and battlepasses
now i know what camera animation i dont know what it is called before i watched your video to me it makes the fps games more realistic
Looking for more devlogs yo game lookin nice
Hey Kyle, i found this channel a while back, you got amazing developing skills, so here are some suggestions for the game you're working on: Keep screenshake and recoil minimal, afterall, it's an FPS shooter, screenshake is working against you, also camera movements when doing the in-game parkour should be smoother and not affecting the position of your cursor. Since your game can be a unique concept and not just a movement shooter, i suggest you add finishers to kill off enemies low on hitpoints, you get the idea. I also suggest adding a satisfying sound to bullets when hitting npc bodies and enemies.
Sounds good, thanks for the suggestions.
Your game looks super fun to play! Subbed
Great changes looks awesome. I do think the blue reticle for weapons you can pickup should be a bit larger or more contrasy though. Maybe partle because the level texture is a similar blue right now
your game has came a long way
Grabbing the weapon from the enemies hands feels kind of OP so you should have to unlock it in the game.
Thats the core mechanic of the game. There is no spare ammo / reloading so I tried to not make it tedious, which is why it may seem OP. But thanks for the feedback!
Man, I love Hotline Miami music
This man is amazing, love ur gamee bro
progress looks really good Kyle
you've got talent bromigo
Yeah I think the targeting system you have is nice
man I can't wait to see if he adds a story
Good Video, love the progress, spurring me to continue work on my own game
nice tips i didn't know most off the stuff you said on this video
make sure to add constraints to the platforming such as sliding down walls when wallrunning or having a max climb height
but can we take your stuff now? xD awesome video!
It would be fun if you could catch bullets with the magnet like in Titanfall 2
Speaking of camera animations, the ledge climbing would benefit a lot from having one
Looks great keep it up Also was that flamingos voice? 0:47
Your game looks awsome man 😍😍
this looks fun lol
I like how that looks
yo i think you should add
procedural animatio for the bots
be able to jump on top of the flying car
lines or something around the screen to make it look faster while spiriting
You should give the enemies a little bounce and fix their animation to fit their speed because with the way it is now it kinda looks like it's floating/sliding around.
It feels amazing.
Wow this is coming along quite nicely. Any plans for a playable demo anytime soon?
Not really, the game is still in a rough state. The AI needs a lot more attention and I would like to get some more art into the game before thinking about releasing a demo. I could release a demo soon but I feel like the feedback I would get wouldn't be valuable because the current game doesn't reflect what I want the game to be, if that makes sense. So once I feel like the game has a solid basis, I will definitely release a demo.
@@KyleRhoadsDev That makes a whole lot of sense to me, thanks for the quick reponse!
i think you should add gun chaining, like you dont have much time while switching weapons
wait the player cant have more than 1 gun lol
Beautiful piece 📌
Add you trip on wires and fall flat on your face, but then you find a coin on the ground and go to a pawn shop and sell it, but then the money you received gives you a paper cut, which then gets infected...
Looks really nice. The grab beam effect thing seems heavily inspired by Arcadian Rift. Is that true? Probably isnt an issue but perhaps changing up either the animation or the effect? Well done!
Thanks, and the beam effect wasn't inspired by Arcadian Rift. Its just coincidental that we both decided to have a magnet in our games with a similar look. The beam is pretty generic, just a noisy texture scrolling on a line renderer.
@@KyleRhoadsDev Ah, well go for it! Keep up the work!
you should work on a detailed floor background. And some more guns (for extra options).
You should add aim down sight! Also can you see your feet? Also amazing progress, you need to start a kickstarter, I’ll be the first donor!
Ur 100% underrated
finally! a Rider (best IDE ever) user! yay! :D
legend 🥶🥶
Looks great 👍🏻
For this hole vid I thought you where shooting at tracer from overwatch
Have you thought about adding a sidestepping mechanic? It could make dodging bullets more interesting.
I haven't thought about it, but I'm not sure if there is a need for it yet. Thanks for the idea!
bro this game is awesome
He is back!!!
Screen shake is hard unless you heard about Cinamachine
TITANFALL INTRO
Awesome devlog as always, here's just some random ideas:
- add different explosive types (blackhole maybe??)
- add a climbing animation with the arms showing
- add some sort of bunnyhopping (going complete quake isn't really modern)
Cool
This looks really good, but I keep noticing the weird hand snap-to-gun after sliding or wall running.
I will work on that, currently its just blending between two animations, the gun holding and sliding/wallrunning to avoid having to make extra animations for each gun.
Just an opinion, I feel it would be better if enemies stagger/stops shooting momentarily when hit with a gun throw, which at the same time gives more incentive for players to actually use the function. The game looks pretty fun already tbh!
Ya I agree, that will be in by the next video ;)
Nice, any early access as a test?
GTTOD uses custom player movement. Using dnspy you can look at the code ;)
looks great
u made Karlson congrats
Definitely need good hitsounds, too (helps a lot imo)
Reminds me of Bulletstorm
this is so sick
if u havent already make it so enemies without guns pick up guns that they find closest/best.