Feedback On Early Dev FPS System

Hello everyone! I’m working on an FPS framework and have managed to create the basic structure of the framework. I would love some criticism on what to improve!

Game:

The game currently only supports PC, but I’m planning on adding mobile support. There’s only 1 weapon as of now.

BINDS
[1] - Equip weapon
[Q or RMB] - Aim
[LMB] Fire

Also, the framework supports an attachment system, though I haven’t made a customization system. I can edit the attachments through the server, but obviously, that won’t be seen on your part, so I will upload images of the weapon with and without attachments here


Without Attachments


Attachments added:

  • Suppresor
  • EOTECH Scope

Thanks for reading and enjoy the framework!

Things to do:

  • Add server detection for bullets
  • Sprinting
  • Attachment Customization system
  • Add recoil
5 Likes

bumping, still looking for feedback and constructive criticism (btw the viewmodel and weapons will be changed, me and a friend of mine are working on the models currently). This is just a small test framework

It feels super smooth and good to use. Amazing so far.

One thing when u ads it doesn’t do it immediately, it stalls a second, and that makes it feel very unresponsive.

Fix that and it will be a 10/10

2 Likes

Yeah, I noticed that as well. I’ll make sure to fix that up. Thanks for your feedback!

looks pretty good, but reduce the sway when you are aiming, the bullets drop off is WAY too much, and the bullet spread is WAY too wide, also the bullet speed is a little too slow

one thing though, how did you make the gun bounce when you aim in, is it an animation, or are you using springs to animate, do you mind telling me how, because it looks great.

Sure, I have a spring module, and when the user aims, I apply a small vector to the spring.
Also thanks for the rest of the feedback! I’ll update the weapon settings accordingly, as I handle all my weapons modularly.

1 Like

Try now, I tweaked the values for drop off and bullet speed. Also, is there any feedback on the bullet tracer?

1 Like

bullet tracer looks pretty good to me, it just is impossible to hit anyone because of the spread plus the gun having zero range, i havent seen the updated version yet though

1 Like

it’s looks amazing but can you add different material i think it’s will be much better?
image

He already said the gun model and stuff weren’t final he’s gonna change them he said

1 Like

oh sorry i didn’t noticed that my bad :sob:

1 Like

It’s all good just letting ya know

Continuing this thread (sorry for the bump again), but I have a quick survey for UI that I wanna conduct here, since everyone is giving great feedback. Would you guys enjoy a crosshair-free gunplay experience, or a dynamic crosshair (I can easily implement that). Right now, I’m thinking about not using a crosshair, but instead the UI to give feedback on a user’s state (equipping, reloading, etc). Basically a circle representing how far you have progressed through the animation.

I prefer a crosshair, but a dynamic crosshair would be really cool!

1 Like

a lot bnetter than I thought

do this

only shotguns spread as much as your gun is, by the way.
and considering it’s an assault rifle, the firerate would be higher

1 Like

I’ll updated the spread, so it’s a lot closer together. I’ll make sure to reduce the sway further and update the firerate! Currently, firerate is 0.13

1 Like

With the crosshair you can do whatever you feel fits your game best, but I usually prefer to keep it simplistic and have a singular dot that disappears when you ads. Also, idk if you just haven’t gotten around to it yet, but the sway while aiming is really intense and makes the iron sight useless. The only other recommendation I have is to make the gun sway up and down when you look up and down instead of rolling on the z axis cause it looks pretty goofy.

1 Like

Hey, I fixed the sway, sorry about that! Also, currently, upon aiming, the sway reduces to 35%. Can you suggest a good multiplier I can use for aiming?

After further research, M16 fires at about 750 - 900 rpm, so I changed the firerate to 0.08 (750 rpm)

1 Like

That’s a lot better. Id say as long as you can see through both sides of the iron sight (which you can now) that is fine. I would also lower the look sway when your aiming though. Realistically your gun would probably be pretty still while aiming.

1 Like