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Wow, thank you so much for taking the time to look at my project, and even decompiling it.

- there's a reason why guns shoot from the firepoint at their tip. Initially I had ADS implemented, so if you wanted to hit more or less where you aimed (minus the weapon spread) you had to aim down sight. After playtesting I didn't feel that would fit with the fast paced gameplay. There's a reason Doom doesn't have ADS, right? :).

- headshots kill the enemy, but also if you aim down low in the legs area. You saw the code, there's no damage difference on where you shoot them. The reason body shots take more is purely because you're hitting their weapon. Getting the layers right is what I failed. You'll notice that for example the weapon layer collides with the player, but the player doesn't collide with the weapon. This also applies to boxes and ragdolls. This is to prevent those from becoming effectively walls for the player. Using a rigidbody and forces to move the player would have circumvented these problems, and would have made the character movement feel more natural.

I don't usually make 3D games. This was my second time doing it with Godot (technically third, but one of them was a 2.5D game). I did not enjoy the process. Nothing wrong with Godot, I just realized I don't like making 3D games :).

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I think Doom doesn't fire from the tip of the weapon, I think they shoot from the center of the screen, so you don't need ADS because you are "always ADS"


Your guns are not aiming at the same spot the cursor is. You need to dinamicaly find the intersection of the center of screen line and the enviroment is to point the gun that way.

theoretically (given that your guns are not parallel to the camera direction) the bullet and the cursor should be pretty similar in very long distances, but as you added spread to the guns shooting from far away makes it impossible to hit. And them shooting from close up there is this noticible inaccuracy to the guns


Yeah making 3D games is a beast in itself, we worked for some months in a multiplayer FPS, but ended scrapping the project as it was too much

(+1)

Oh sorry, I wasn't clear. I meant Doom doesn't have ADS because it would slow down the pace of the game. You are correct, the raycast goes from screen center.

I tried doing a multiplayer FPS many years ago in Unity. Shooting was actually better in that one but never quite managed to get the netcode right and eventually dropped it. A video relic of it exists on youtube