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(3 edits)

Hi, thanks so much for playing and I'm really glad that you enjoyed it. Thanks also for the great post. 

Before I reply, I can't believe I actually released an arena FPS without an FOV slider! How embarrassing!

edit: On the whole I agree with a lot of your points but I'll try go through them. Sorry if it's a bit rambly.

  • I wanted the air acceleration to be obvious to people who don't know about Quake style movement but yeah it does feel a bit like you're being pushed rather than accelerating yourself. About the gravity, I keep finding myself tweaking it and the jump height. I'll try a heavier value and see how that feels.
  • The ledge/stair boost is my own crudely made up version of ramp jumping which is also probably tuned a bit high. You're right though that the capsule hitbox is the culprit. I'll add a ray cast to get the true normal of the ground directly beneath the player as it should only really work on ramps. The dropped jump inputs, assuming you have auto jump off, is probably from clipping stair edges and it registering as touching the ground. I'll have to investigate this one as I'm unsure what exactly would cause it to lose all upward velocity. Probably from the buggy  Unity character controller doing a stair climb/grab/god knows what.
  • Yup, again another quirk to the Unity character controller and it's flawed stair climbing algorithm. I do have a my own capsule clipping solution I used on an older project but it lacks stair clipping/climbing. I want to add that to mine at some point so I can use it instead and have greater control over the physics.
  • Yeah the spawn light colours should match. I found my self thinking a lot "and who's behind pillar number 4?". Not good really.
  • The somewhat rapid direction change and random damage received was inspired by Doom.  I only reserved it for damage received since that's avoidable but it would make the game consistent as your weapons only have one damage value for a direct hit.  Also, the enemy strafing would probably feel better if it happened at more consistent intervals as well as being longer between direction changes. I'll investigate more what I like about Doom's enemy movement to see what needs changing.
  • To be honest the sole reason the enemies float is because it was easier to model and animate. I'm still quite new to modeling so I will probably need a guy to help with new enemies in the future. The enemies do use the same physics as the player though but are always classed as being airborne and having air friction which I might leave for the flying enemies but grounded ones should behave more like the player.
  • The duel colour thing was mostly a slapdash since I find Ikuruga's duel colour system interesting and I try adding it to projects from time to time. I thought it would work here as I really liked the back and forth as you say but I think I'm probably going to change the game back to a standard system without the "element like" colour system and without the shared ammo pool too. You're right about the shared pool encouraging people to just use one weapon. It dumbs the game down without much, if any gameplay benefit I think.
  • Sorry this wasn't explained at all or hinted at but health and armour are spawned from killing blows using the same colour as the enemy.
  • edit: I forgot about the Double Shotty. Yeah it's pretty wide. I was trying to make the guns more situational but may have gone too far with that weapon.

Hope I didn't go on too long and thanks again for taking the time to give me some feedback. The video was great to watch, you a pretty good player given the slick movement. edit: I noticed the enemies need a max shooting angle because they can shoot behind them at the moment and also, did you get stuck in the wall at around 3:45?

edit: grammer