i love queen nightcore
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The bullets raycast from the center point of the screen + some offset based on the weapon's spread stats forward towards the world. The gun then shoots a tracer towards that point even if it technically isn't facing that way. I like the idea of a laser so i'll try to line it up nicer next time.
Thanks for playing it. I was trying a lot of new things this version and I'm glad I'm getting a lot of different feedback.
They axed the unity startup dialogue in unity 2019 :( A lot of people have a lot of mixed preferences about where the slide/grenade button should be so I'll have to make remappable controls a priority.
You're right on the sliding, I really only designed it to be slid downwards, but I think I should make it more like Apex.
Most of the time, the weapons should shoot where the crosshair is aiming at + the spread of the crosshair. If it is behind a wall though, it will try to ignore the wall and shoot at whatever is behind the wall (in front of you). I think the spread might be a bit much, so I'll try reworking that.
The enemies were meant to be ragdolled first by sliding or explosives, and then be shot. They have an orange outline when they are "vulnerable." I was pretty bad at communicating that so I'm definitely going to rework it and make it more accessible and obvious.
The wood crates do make the map pretty messy, so I'll have to make them make less of a mess.
I didn't really have that many good textures so I'll make a visual pass on the level next version.
You can actually mute the voices in the sound options in the menu. However, I'm going to definitely gut the frequency of them......
You pick up ammo when you have the same type of gun as a weapon on the ground. It just "eats" the weapon and gives you its ammo, but I probably need a better ammo collection sound.
I designed the pickups so that you pick up the weapons that you're roughly pointing at with your cursor. It might be some weird situation where something is colliding with some other object that's giving you an issue.
It's The Gunslinger 3D!!
You should kinda tone down the colors so everything is more visible. Also if there should be more cover if the enemies are going to gun you down in a couple of shots.
It has controller support, but not for the menus. I dunno why DS4Windows screwed up for you though, probably check your sound settings?
I probably should make the crates not be affected by the gameplay. I do want it to stay visually to see all the havoc you cause.
I could make the turning a bit tighter so you could it could be easier to slide into enemies who are chasing you.
I'm not sure whats up with the camera for some people. Is the camera jittery? What are your specs? It might be because of some frame rate issues...
I'll do the fade ui thing for the main menu.
The plan is to add a bunch of different levels with progression later. I made this level mainly because I wanted to see how people would react to the core gameplay.
I don't blame you for not knowing that ragdoll'ed enemies (orange outline) take critical damage. I probably just need to make a tutorial instead of trying to have players figure it out. The sliding and explosives are the main way to do that as they actually hone towards each whoever's close. The starting pistol is actually a 1-2 shot headshot for ragdoll'ed enemies.
The enemy's voice lines will change and I'll probably reduce the probability of the voice lines playing for the player (and probably change a couple of lines)
I guess it's time to redesign the game's logo!
Yeah melee is pretty strong, I should just make it mainly a finisher and make the execution reward a bit better.
Did you try adjusting sound in the settings? It probably carried over from the previous version if you played those.
Thanks for playing it.
You're right, sensitivity is like double of what it's supposed to be, I'll maybe halve it.
For the camera, maybe it's because of framerate? I know that my camera kind of goes crazy when hit with large frame dips
the jump button doesn't work like 60% of the time i press it. I think it's because you probably put a GetKeyDown in the FixedUpdate on whatever script is running the controller, which doesn't run every frame.
Whoa, a triple A third person shooter! I don't think anybody's computer can run this game at a high fps...
I think the gun shoots way too fast and the recoil is almost unbearable.
also why does it sound like you're walking on a smooth floor all the time.
You should add some sort of checkpoint system or something that helps you dodge bullets better. The enemies seem to track you through walls and arbitrarily shoot you when you get whatever distance close to them. Your game is pretty difficult in the beginning, maybe make structure the levels so that each level is progressively harder.
The character movement should be more precise to make it easier to strafe and peek walls. I feel like making the bullet go faster would actually make me feel like an actual gunslinger.
The game definitely needs some sort of death sequence or transition to game over. Show your character exploding or whatever and give everything some sort of player feedback. Giving visual feedback or reaction to something makes a game feel nicer to play and gives it s o u l. Don't just instantly show a "you're dead" screen.
Just keep iterating on your game and implementing good player feedback. I think it'll eventually turn out okay.
Thanks, I was actually expecting it to be kind of hard for people, so I figured I'd turned down the amount of enemies. Knowing that people will actually play it aggressively as I imagined is good to hear.
Eventually, I'll find a decent jump animation. I know that sloped surfaces are also a bit wonky, It's been bothering me for a while.