This was surprisingly good - my first impression was that as an "experimental" game, it was retreading some very familiar FPS territory, but I think that the different wall effects were able to bring something really interesting to the mix.
I'm unsure whether it would make sense to do and would require playtesting to really assess the impact on gameplay, but I found myself feeling like it might be more interesting if attacks that weren't through walls did no damage.
I also wish that I was able to properly invert the mouse Y axis!
I did get some window flickering, and I wasn't able to move the game window to another screen - it would snap back to the screen that I didn't want it on after a frame. I wonder whether controlling window placement the way that you are is negatively affecting performance.
The game also tries to run maximised even when it's started in windowed mode at a lower resolution - that might be playing a part in the scaling problem that unless games mentioned?
Hope you had a positive experience using the Godot engine, and thanks for doing a Linux build!
Ahh... Sorry to hear that you had some issues when trying to run the game in your OS. And yes, the HTML version I still had cursor locking issue no matter how I put to make it lock. But I'm still developing this game, I've planned to release the next version within this week or next Monday.
You can stay tune on the update if you wish to play the next version, but for now, thanks for your words and feedback!
What was the issue with "Input.mouse_set_mode(MOUSE_MODE_CAPTURED)"?
You might need to do it on a click or keypress though as browsers don't let you lock the cursor unless you do it as a result of an "engagement gesture"
I initially set it as the game just started, it will lock the cursor, but I realized that I must made mouse click or any key to lock cursor for web-based games, this is my fault for not realizing the importance of properly setting cursor locking at the first place. Now I had it implemented properly just now, but now I will have something more to do before releasing the next version, appreciated your words here.
I have released the Windows, Linux and MAC OS platforms, since I made the release in embed pck, thus hopefully you guys downloading it can manage to play the game!
There is HTML version of it you can also get to play, although strongly not recommended, I guess that's still a point to release this version, I just want to show you guys my experiment on this particular FPS game!
Comments
This was surprisingly good - my first impression was that as an "experimental" game, it was retreading some very familiar FPS territory, but I think that the different wall effects were able to bring something really interesting to the mix.
I'm unsure whether it would make sense to do and would require playtesting to really assess the impact on gameplay, but I found myself feeling like it might be more interesting if attacks that weren't through walls did no damage.
I also wish that I was able to properly invert the mouse Y axis!
I did get some window flickering, and I wasn't able to move the game window to another screen - it would snap back to the screen that I didn't want it on after a frame. I wonder whether controlling window placement the way that you are is negatively affecting performance.
The game also tries to run maximised even when it's started in windowed mode at a lower resolution - that might be playing a part in the scaling problem that unless games mentioned?
Hope you had a positive experience using the Godot engine, and thanks for doing a Linux build!
tried running the linux version, I'm getting 10fps and the window is scaled weirdly
the web version runs smooth but I cant look around due to lack of cursor locking
the concept sounds interesting though!
Ahh... Sorry to hear that you had some issues when trying to run the game in your OS.
And yes, the HTML version I still had cursor locking issue no matter how I put to make it lock. But I'm still developing this game, I've planned to release the next version within this week or next Monday.
You can stay tune on the update if you wish to play the next version, but for now, thanks for your words and feedback!
What was the issue with "Input.mouse_set_mode(MOUSE_MODE_CAPTURED)"?
You might need to do it on a click or keypress though as browsers don't let you lock the cursor unless you do it as a result of an "engagement gesture"
Good luck!
I initially set it as the game just started, it will lock the cursor, but I realized that I must made mouse click or any key to lock cursor for web-based games, this is my fault for not realizing the importance of properly setting cursor locking at the first place.
Now I had it implemented properly just now, but now I will have something more to do before releasing the next version, appreciated your words here.
DEVELOPER NOTE:
I have released the Windows, Linux and MAC OS platforms, since I made the release in embed pck, thus hopefully you guys downloading it can manage to play the game!
There is HTML version of it you can also get to play, although strongly not recommended, I guess that's still a point to release this version, I just want to show you guys my experiment on this particular FPS game!