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PhysPS

a physics based fps sandbox · By stickrpg

Feedback

A topic by HakanBacon created Aug 17, 2023 Views: 61 Replies: 2
Viewing posts 1 to 3
(1 edit) (+1)

First I got to say that this project is lovely! It's everything I'd want from a physics based fps.

I'll will look past all the cosmetic aspects and the look of the game. These things are either subject to change or generally ok


    • I do not quite get how climbing works. You hold onto a ledge and then suddenly look down to pull yourself up? Am I doing it right? it feels wrong lol. I mean it definitely works (sometimes).
    • By spawning over 100 bots the game will crash eventually. I believe as soon as there are too many ragdolls the game just says goodbye (I am running the game on a high end machine btw). I mean most maps in this are not made for more than a 100 bots anyways and I do not see the appeal for "number go up, me like". 
    • AI is very hard do implement correctly from my experience. Right now these bobbleheads run straight towards eachother and blast the hell out of one another. They strafe too while shooting which is cool and since everything wobbles their aim is not perfect. I like that a lot. But their pathfinding gets all messed up when they all spawn at the same location. Only one bot will move out of the mountain of bots every now and then till the gathering is over. Maybe more spawn points or a max spawn rate per tick could be a solution.

    And the name of this project. I mean come on. You create this wobbly ass fun and you cannot think of a better name? I guess this plays into the fun factor of it


    Keep it up!

    moved this topic to Other
    (1 edit) (+1)

    ty for the feedback I'll be improving the ai in the upcoming update and I'll try to make the climbing mechanic more clear in the tutorial 

    That's really cool to hear that you keep your project up. I'm excited already!