The good old days of Quake. The gravity seems to be pretty heavy. The player’s falling speed quickly changes once he/she reaches the peak height of their jump. Is this intentional for more frequent jumping?
Yeah the gravity is heavy, we where trying a different movement technique and are swapping it back to what we had before the video. I initially wanted the dodge to be for distance and double jump not to be. But I’m going to make double jump for distance and dodge for speed. Things will be quickly sorted out. Thanks for taking the time to watch and respond.
I like your weapons. I just hope it’s going to be different enough from UT and Quake, so that all that hard work doesn’t get wasted on just another variation of something that already exists. And don’t you think it would be too much to also add a singleplayer campaign?
Aye I have to very much agree.
Other than that, looking superb! I love the shaders. Did you guys make ALL of those assets (including the lighting, fog effects and animation)?
I love the graphics and you have a decent start with the controls. What I’m really curious is how you guys will pull out the weapons characteristics/variety in a game like this. As we know, the defining traits of this genre are the weapon variety, movement speed / abilities and the casual nature (the ease with which a player can pick the game up, play it and then drop it when he wants too).