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
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
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.
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
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.
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.
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?
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.