DUEL Open Test Feedback

I’m looking for feedback/suggestions for a upcoming game that I’ve been developing called DUEL.

DUEL is a very fast paced side-scroller 1v1 shooter with emphasis on precision and quick thinking, along with a unique twist on progression!

This version only contains core gameplay, and does not represent the final product. Please keep in mind that this version is very unstable, and may not work properly overtime.
THIS GAME DOES NOT HAVE SINGLEPLAYER. IT REQUIRES AT LEAST 2 PEOPLE IN A SERVER TO LOAD INTO A MATCH.

DUEL TEST VERSION [CLOSED DUE TO ANIMATION ISSUES, thank you for testing.]

BUGS AND ISSUES (very large list, ported over from my server for further clarification)

KNOWN BUGS:
CRITICAL Issues:

  • Many issues relating to loading animations on the client
  • Player2 cannot aim while under any sort of animations.
  • Ricochet can still fail sometimes and pass through the walls.
  • If you fire directly downward the bullet will just pass through the floor
  • Potential issue with VelocityScript permanantly breaking during the game ending while a bullet still exists
  • Firing a bullet when right next to another player will pass through without detecting anthing
  • Rare RigController issue where after the game ends the script gets the 2 players confused and sets their modified Motor6D’s opposite of what they needed
  • Rare issue where loading in can sometimes not find the camera rig for the main menu and just softlock you
    MAJOR Issues:
  • Cannot Dive or Prone in this version.
  • Main.Inv_EquipItem has a major bug in which it sets the attribute of an item within SERVERINVENTORY, not the Rig specified.
  • Weird logic error when bullets pass through the rig that shot them, which should result in an Accident but does not detect it properly.
  • Lag spikes when hitting a part that BulletHandler does not recognize but still handles [No debounce due to it needing to continue along its path]
  • Old animations. Theyre all placeholder and need to be updated.
  • Rig hitboxes need to be expanded sideways to account for bullets passing through them occasionally.
  • Reputation is not implemented
  • Style Points not implemented
  • Artificial load times due to testing
  • Player2’s weapon is not visible
  • Map’s Camera is static and not scripted to move around yet

Minor Issues:
? When datawiping, the game throws a bunch of handled errors while the player leaves. No significant effect.
? Player Rigs dont have any sort of alignment still, so they can rotate and look unnatural. No significant impact on gameplay.
? When playing the actual game, the FOV of the title screen cuts off the settings hitbox, for some reason? Studio camera correctly has the entire hitbox in view.

KNOWN EXPLOITS:
! Dashing and shooting a bullet at the same time will influence the speed of the bullets. Its yet to be determined if this is Tech or something that needs to be fixed.

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tested this with my friend and it broke within 2 minutes of gameplay (got stuck on Joining somehow), also what is this gameplay lol? first to click wins? whats the concept here

rejoined to try it again and it got stuck on initializing because the title screen is infinitely yielding for “TitleScreenCameraRig”

rejoined again and the first round worked, then the second round had our guns constantly shoot directly down into the ground

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I just noticed the bugs you listed as well, I’m looking into fixing it.
It’s been difficult to test actual gameplay on my end, which is why the game feels so wonky, especially during the second round.
The original intention is for you to try and dodge around the bullets, but the movement needs to be worked on for this to work properly. Movement such as diving isnt implemented yet but is planned.

I do also have to point out that all of the animations were originally for the left rig and was transported over to the right rig, which made things even more jank.

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you were supposed to be able to move? bad news buddy lol we were frozen in place and the only movement was the hand movement of the gun (which broke too)

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They were frozen? I know that I’ve had similar issues with things not working in actual servers compared to studio servers, but i didn’t know it was to this extent. The rigs are able to move by using A/D, Q/E Keys, but i guess its only within the bounds of roblox studio.

I’m assuming is cause of the second round permanantly breaking, and you guys rejoined the same server which had the broken script. Either that or i have a lot of work ahead of me lol, thank you for testing!

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