Good stuff replacing those placeholders! Loving the first-person arms and animations. I think if you can maintain the level of details you’ve got on your current models your game will already be pretty great. Are you planning on sticking to this level of fidelity or do you intend to eventually replace all of the models as well? Because I think the only really crucial thing to replace now would maybe be the GUI as a lot of it still looks very WIP.
I think I’ve said before, but the setting is super-reminiscent of Brigand: Oaxaca. Especially with the mutants and the wrecked buildings. Those flying poison-spitter things are new to me, kinda freaked me out the first time they attacked me as I didn’t think to look up.
I like how the boat movement is tuned now, though keeping it so simple people will probably just want to hold the buttons instead of toggling them. As for the player and the enemies, you could use some momentum. I know a lot of people prefer the accuracy of instantly going full speed and then instantly stopping but having momentum goes a very long way to making a game not feel janky.
Pretty cool how the enemies now come after you in boats too. Without tracers I don’t think I’d ever be able to hit the dudes through while trying to circle-strafe.
Do pickups retain whatever you don’t need? That’s a good idea and it looks like that’s what’s going on.
That dark shaman should really make some sort of noise when he teleports, he hitscans like an archvile except that he can also blink all over the place constantly and summon in adds and it causes the performance to get a bit spotty on my old rig. Also having his attacks be both hitscan and AOE that hits you through walls is especially annoying, especially when you can’t even move fast enough to circle-strafe him.
I really don’t like how it doesn’t remember which weapon variant you were last using when you hit the number keys, the trenchgun is way more situationally useful than the coachgun and it’s a pain having to switch a second time.
Ended up stopping after the first level, the increasing enemy count and the fast-acting boss really bring out the worst in the movement system, I doubly think you should look into having movement have some momentum. Especially as you’ve got actual projectiles and not just hitscans.