Hello, RbxDev. This is a thread for the paintball game I’ve been working on for the past three months. It’s (unashamedly) inspired by Splatoon. Here’s a video clip of my progress so far.
I think I’m close to the point where I can finally start focusing on making maps/meshes. If you want to play the demo, you can do so here.
If you hold sprint and jump you suddenly stop moving sharply in mid air, velocity doesn’t continue and mouse lock switch is disabled which makes me cry internally but I love it other than that.
Updated air movement. Decoupled air movement from frame rate. Increased max air movement speed (bunny hopping while sprinting now feels better.) Sharp turns in mid air can be made by double jumping.
Added recoil animations. Please do tell if it looks good/bad.
Increased overall weapon range. I felt like taking the Splatoon route with short-ranged weapons, but it only made sense in that setting because of their squid form (stealth) so being outranged isn’t immediately fatal.
Decreased pellet size. Aesthetic change.
Damage/Capture Power falloff added. Damage decreases inverse-squarely with speed (relative to average muzzle speed). This should take care of players trying to cheaply capture points from afar.
Regarding mouselock: I’m not sure if mouse lock fits in with this game (holding right click pretty much does the same thing, and disabling mouselock frees the shift key)