Working on a Multiplayer Web Fps dedicated to Instagib(Railgun HitScan instant kill) playstyle. (Unity Indie)
You play kind of mutated rats in common environment like a living room or inside a train wagon or something : ).
Movement (jumping makes you move faster), Railjumps (aim to the ground and shoot), Weapon color changing and seen by other players (play with the sliders in the menu), Chatting (press Enter/Return), Highscorelist(still… without hitting opponents it stays at zero) and more stuff…
i am currently working on the main part, to shoot your opponents. ^^
Everyone testing it will connect to the same server, so you can see others shoot/jump around.
Well you are using a smooth mouse look yes? Just needs to be more sensitive and the smoothness needs to be turned down so its more reactive. This kind of game is high paced and needs to have a reliable mouse look.
lol this is an AWESOME game, I loved everything!!! Can’t wait till it is finished, or at least BETA released. I haven’t seen a very promising FPS like this for a while. Is very original and unique. I agree on the sensitivity, since this is a very fast paced game, it should be higher, or at least customizable for the player. Other than that, game is looking great, Keep it up!
This is cool and all - but I wonder why I would pay to play this as opposed to playing instagib on quake3 for free or penuts? What does your game do that improves on the mods out there? I like it visually, but I feel these sort of games need to at least bring something fresh to the table.
it does, as a game that features “only” instagib i can make some stuff in the netcode that other shooters with Instagib cant.
and that is client side shooting. all other instagib games lag between clicking and seeing the rail.
im going kind of the ut99 zeroPing approach. that means that my instagib is still playable with ping over 200 (opponents just die 200ms after hitting).
and its going to be a free game to play on gaming portals : )
Now you can play against each other . Hit enemys will explode and get shot upwards : ).
Currently the score will go endless. Fraglimit and winningscreen is coming next update.
and lots of performance improvements, primary the enemy model.
Something to note: if you have colliders attached to the bones of a animated mesh its will performe VERY poor. if you have the colliders seperate and just rotate them accordingly it works 5x better!
also reduced the enemy model from 10k to 3k tris^^
you can also change your mouse speed ingame with the buttons 8/9. this is will be doable later in the menu.
Hope you have fun! Please report any issues, Thank you!
I like it a lot. I think the mouse speed should be a little more responsive too…but sounds like you implemented an adjustment for that. No one in the room with me, so it really wasn’t a fun experience just yet. I would mix in some AI bots as well, just to give someone something to do in an empty room. Love the art style and the shaders. Your decals for hits are interesting, they appear to conform to the geometry in the environment, bending and wrapping around objects. Can’t be a standard flat plane I don’t think. Any possibility on describing how you implemented the decaling?
very funny. I was just playing with you lizzard.he he
I like the graphics. Sorry I wasn’t able to play correctly because i use a “graphic pen” (i don’t know the word in english… )I have no mouse.
Very nice! Visuals are really crisp and I’m loving the wide FOV (reminds me of the rats in Dishonored actually ^^). Movement speed was nice, and your mouse look is great (I had it set at 1.75, it felt nice and solid while still being responsive).
Just a few things I noticed:
Movement was responsive but didn’t feel very weighty. Turning seemed a little too instant, and accelerating was perhaps too quick, whilst decelerating seemed to slow.
Jumping seemed quite floaty. Seemed to take a little too long to reach the top of the jump arc and your fall speed was too slow.
Finally, there seemed to be a bug with your rail particle, I’ve attached a screenshot. Discarded effects seem to gather in one spot rather than be deleted. I assume you are pooling a bunch of trail renderers, or something similar?
Anyway, screenshot:
There wasn’t anyone in the room with me, so I can’t comment on combat (or how the controls feel whilst in combat for that matter).