FPS Features

Hello! I’ve been working on a commercial indie FPS shooter in unity. I have the core mechanics plus some addition features. What small features should I add to my game to appeal and complement the overall game. Examples of this would be Head Bob (camera sway).

I don’t think there is any adequate way to judge what features would be suitable without actually seeing what you already have.

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You should consider posting it in Feedback Friday over in Game Design.

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I’ll send a prototype of the game.

Note that I’ve only been working on this project for 3 months, and I have a very low budget currently so it doesn’t have AAA graphics.

well i hate to break it to you home dawg but if you post something that doesnt rival the latest COD in feedback friday people here are just going to eat you alive. They’re viscous.

(sarcasm)

No need to send it personally. If you’re really wanting feedback then you should try posting some details here, or as @EternalAmbiguity has mentioned you can post in feedback Friday.

As @BIGTIMEMASTER has also mentioned, some people can be a little brutal with feedback as well. So I hope you have hardened skin.

Edit
I saw the video posted right before I sent my response. Bad typing speed on my end.

Don’t worry in 6 months I’m getting a very large budget for the game so I will get triple AAA assets

Six AAA’s? holy cow.

Six AAA’s?

Some thoughts after seeing your video:

spawn the zombies with a random offset time for each instance. also make a small variation for each zombies speed. That way they seem more like individuals and player will have to selectively target them more.

six AAA’s = you said triple AAA. Kind of redundant. Just a dad joke.

cough 9 cough

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Thanks for the feedback! However, the system I think I’m going to use is where the zombies come from the ground and play a particle system or, a more cod, approach where they come from the buildings.

I wanna add onto this in that you should probably fix some current bugs before adding more. I noticed your gun still shoots when paused and in the gun selection menu. Doesn’t seem like much now but i guarantee it’ll feel great to fix that.

I’ve noticed those too. They are easy fixes like calling a function when you pause. And the reason the UI doesn’t look too great is I’m going to get this asset called Bullet UI but it costs $50.00. Which I could be spending on different thinks so Ill wait. If you have any other suggestions then feel free to tell me.

To fix the bug it’s not the most performant but it only takes 1/1000 of a frame.
I just added a Boolean to the Shoot method and it checks if paused then return.
In the paused script I just wrote

foreach (GunLogic gl in weaponHolder.GetComponentsInChildren<GunLogic>())
{
gl.Paused = true;
}

and when unpaused

foreach (GunLogic gl in weaponHolder.GetComponentsInChildren<GunLogic>())
{
gl.Paused = false;
}

This should not be posted here to be honest…

Why?

We are not that bad on FF. But if someone is asking for feedback, obviously is not about prising, but get constructive critique, which hopefully will lead to game improve improvement. Otherwise, why ask? :slight_smile: We had few guys, which used ff for busting their gameplay mechanics, by being open to feedbacks.

Yeah 9A joke. But it is not like just asset make AAA game.
What about a game play?
At current state you are better stay at low polly and work your base game mechanics and find fun factor. Once you got that, consider to improve assets.