Just dropped Caliber, a fast-paced first-person shooter!
https://www.roblox.com/games/6158075274/Caliber-Alpha-Demo
Here is a sneak peak right here:
Hoping to get thoughts and/or feedback on this? Thank you so much!
Just dropped Caliber, a fast-paced first-person shooter!
https://www.roblox.com/games/6158075274/Caliber-Alpha-Demo
Here is a sneak peak right here:
Hoping to get thoughts and/or feedback on this? Thank you so much!
The best of the best as usual!! <3 <3
This is amazing, I really love the blood & sound effects, gives a comfortable feeling to the player.
looks really cool, keep up the great work
Hai yađź‘‹ @iGottic! I love the game so far, very entertaining and fun.
-My feedback & suggestions may be viewed down below.
1.) Character customization would be a great update because it would allow players to immerse themselves even more in the game and collect items, that aren’t just weapons.
2.) The character customization could be added as a sub section within the loadout.
3.) And 3, its just a good idea.
-I know the settings menu is still in development but… A few suggestions are (down below).
1.) Enabling a button to disable and enable the in-game chat.
2.) Creating a slider to adjust the FOV. (Minor thing, but weird FOV settings just look cooler sometimes)
3.) Enabling a button to disable and enable blood.
4.) Creating a slider or enabling a button to adjust the transparency of the red tint at low health.
-That’s it for now, great game overall… I hope to see it go farther than it already has, stay cool!
The player cannot switch to their knife/secondary with E before already pressing it. I’d suggest having a setting that says “E Key Weapon” that has 2 choices of secondary or knife.
The stats don’t change when I change my secondary gun. They just stay stuck on the primary one.
My FPS got went down by 20 when the post processing was on. As someone who cares about optimization a lot, I expected better. Be sure to add graphics settings to disable the post processing.
The sun/sunrays are too large. I cannot see very well when I look at it, which hinders gameplay.
We actually do, kinda. There is spawn protection for two seconds after spawning, you cannot take damage during that time.
Alright, I’ll keep that in mind!
These are planned already. See the in-game roadmap and full release plans.
Keybind is Q, not E.
Could you show this?
Sounds good, I’ll work on that!
I agree with this.
Secondar
Thanks for the feedback!
No problem and… Bug I just found:
-After hitting “M” to go to menu after being killed… It caused the arm to appear on the main menu screen, while also rendering the game not-usable. Even if you hit “M” again to try and reset it after clicking deploy, its still broken. The arm appeared to move on account of the light changing on the main menu screen.
-The main menu character was duplicated for some reason in connection to the previous bug probably, is there a way you can prevent these bugs from happening again?
Sheesh! The only thoughts I have is that you should work for Arsenal.
its like arsenal just diffrent in graphics or something
I would like to disagree with that, since I offer a completely different gameplay style altogether.
The only thing I can recommend is to scale down the rig model especially since the weapons have prebaked mesh textures and wont be scaled down to lower resolutions and loose detail like roblox’s default materials do. The only issue I can think of is that roblox’s built in ambient occlusion might not be as visible with smaller meshes.
No I have to agree. It kinda feels like arsenal with sliding and view bobbing and unfinished. You should try to add gameplay features to make it unique.
Plus you need a way to attract players since this game doesn’t offer anything that other games don’t.
But overall the game looks good!
How come this needs to be done?
I played a bit more and I found some fatal flaws in the Gameplay.
First off, Recoil Patterns are always below the reticle which is the most annoying and frustrating thing about this entire Game.
It makes it so you have to aim UP to hit your shots which damn near made me quit the whole thing. Recoil should go Above the reticle so there’s a reason to compensate for it. Plus we are all used to it because every other FPS does this.
Second, it’s hard to know wtf is going on because there’s no feed back or camera shake when getting shot at. For example Phantom Forces had a “Red Pointer” which shows where you last got hit. Also you should make it so the camera actually goes with the recoil instead of your character looking up slowly like a idiot.
Last, the Time to Kill is far too slow for this type of game. 90% of the time I feel like I’m shooting sand rather than bullets. And chasing somebody just to get 1 tapped by some random behind you because you couldn’t kill them really ruins the gameplay.
AND FOR THE LOVE OF GOD PUT THE AMMO AND HEALTH ON THE RIGHT NOT THE LEFT
(Also there’s seems to be a memory leak because after 30 minutes of playing it reached 1000 MB).
I haven’t had the time to play it yet because I have been really busy, but I think I’m gonna be vibing tonight
The animation is so smooth I love it
Everything in the game is nice
There is actually both.
Every gun is 1-4 shot kill, with high fire rates.
I’ll work on this