Work in Progress FPS

Hello!
I’ve been working on an FPS that’s based in part on Black Shades, and so far I’ve worked out most of the systems for gun movement and created a model for a battle rifle.

Here’s a video, and a picture:

One of the novel things I’m including in the game is the literal way in which you reload the gun. To reload, you:

  1. Press ‘r’ to enter reload mode.
  2. Remove the magazine by clicking and dragging it down.
  3. Insert the new magazine that appears at the bottom of the screen by clicking and dragging it up.
  4. If you depleted your last magazine, rack the handle by clicking, dragging, and releasing.
  5. Press ‘r’ again to exit reload mode.

You can click the gun’s fire selector while in reload mode to change between semi- and fully-automatic.
Also, you can press ‘e’ while near the skeet shooter to toggle it on and off.

Play it on a Webplayer here.

Thoughts? Is it interesting at all? Is the reload mechanic frustrating, or fun/immersive?

Thanks,
Llama Fragments

You should make it go in slow mo when you reload so people arent always dying real fast.

I could, but I’m planning on making it as a primarily multiplayer game. Besides, reloading with the mouse takes about as much time as reload animations in many games do, but it just takes more attention and makes you more conscious of when you’re reloading and what situation you’re in.

It was cool. But I think it would get annoying while playing alot.

Edit: I think I kinda love it. It’s not that time consuming once you get the hand of it.

It adds alot fo realism. And could get very awesome when you find out you didn’t reload it well, and you get killed. lol

I just played it and OMG it was fun!

I think that would be very frustrating for most shooter players, myself. But hey, it’s a unique feature :slight_smile:

I mean even for me, I found it a little frustrating at first to use, but over the past couple of days over which I’ve gotten the system to work, it’s gotten more and more familiar to the point of it being as instinctual as hitting ‘r’ after every engagement in a game like Counter Strike.

i thought it would be horrible but it is rather simple to do, the thing i love is that you have got something that AAA titles dont get. if i half use a 30 round magazine and reload i now have 31 rounds till empty. (30 in the magazine and 1 in the chamber) if only cod could get this fact and people could learn how a gun works

it might get about frsutrating after a while though

I know! Rainbow Six does it.

Rainbow six is great.

ive never played rainbow six but my only advice is make the guns realistic if possible, fire selectors are great. If i hear another COD nerd going onto a video on youtube where sombody is firing an m16 full auto and says that it is only three round burst i will die.

EDIT: just found one little imperfection. if i have a round in the chamber, go to reload, take out magazine, exit reload. it doesnt allow my to fire at all.

i love the machanic youve set up ,but i think if i had to do that i would want some crazy controler shaped like the gun so i can actualy reload it that would be epic and im actualy making a zombie game and im a pretty good modeler but i suck when comes to adding scripts so far i got a pistol that shoots acuretly and with time between shots but i got alot of other things i need to do and also i have a human templet you could use insted of the capsule so you got something a lil more interesting to shoot at anyways befor i just start rambling would you be interested in helping each other out

and sorry for the wall of text i tend to put to much words down when im trying to say something simple

pm me if you do and good luck

Thats pretty cool :smile: i could so get use to it in a good tactical shooter :slight_smile: GO GET EM TIGER XD

I like the reload feature. It’s a neat idea that to my knowledge haven’t been done before. If you want to be even more realistic, how about having the player insert bullets manually into the clip as well? Though people will hate that for sure. I also liked how the gun moved with the camera, but something about the movement seemed too… I don’t know how to describe it… It felt like I was holding the weapon in one hand, like a pistol. Usually, using both hands and the stock keeps the gun more fixated. Maybe not as much so as in most games, but more so than this. It would probably feel great for handguns, though. Also, it looks like I’m pressing the stock to my throat.

Wow, new and cool! Only complaints are that sometimes the old magazine gets caught between the new magazine and the gun and the lack of a toggle able aim down sights with the right mouse button instead of having it up when not moving.

Also, would you be willing to shed some light on how you did the kickback or ‘walking’ when you shoot the gun.

Good luck!
-Blacklight

Oh wow, I’d not thought of that. I will be sure to change that :smile:

Thanks! That’s basically what I’m planning to make. Ideally, it would be a COD/CS:S-like multiplayer game, with singleplayer elements too. I was thinking of having some sort of campaign mode, or like an ultra-realistic zombie survival mode where you wake up in some random place and have to survive for a set amount of time.

Thanks for the feedback. I realize the movement of the gun may be a little too floppy and smooth, but probably the next gun model I make will be some sort of pistol. Really the reason the gun is positioned that way is so that you can see down the sight. If you think about it, COD does basically the same thing, except it zooms in so that it’s harder to tell. It also helps to have hands and arms attached to the gun to give some context :smile:

Yeah that is a known issue. I’m just turning the old mag into a rigidbody and twisting and pushing it as it falls out, but occasionally, under the right circumstances, it collides and gets stuck on the new mag. I went with the sight showing up only when you’re moving for a number of reasons. For whatever reason, I really don’t like the right clcik toggle to zoom in on most computer FPSs, and I much perfer the left trigger method console games these days use. Also, it seems more realistic this way. As for the gun recoil: what I’m doing is rotating and moving a “target” game object that is parented to the main camera. When the target is rotated “excessively,” it turns the camera and the first person controller. Then, I use Vector3.Lerp and Quaternion.Lerp to move the gun object to the target. To make the recoil effect, I simply rotate the target object up a few degrees.

Hey I’d like to help on this. I can texture, model, and code JavaScript + C#. Im doing a lot of freelance and my own project so I cant do full time. But I would like to be involved. PM me if your interested.

It looks similar to http://www.youtube.com/watch?v=3eYEOS4IHW8

You are intrested to cooperate?
(I send you Priv Message)

Peter,

sorry to be anal but i also found that if you expend all ammo (ammo count = 0) then reload a magazine (ammo count = 30) then dont cock it, then pull the mag and reload another the ammo count goes to 31 before you cock it. soz to be anal im just testing for you :slight_smile: