Feedback on my dogfighting game?

For about a month or two I’ve been working on and off on a new arcade style dogfighting game.

All platforms are supported! Here’s what mobile controls look like.
mobile%20controls%20for%20planes

The game is far from finished, and I plan to add leaderboards, cosmetics, a spawn point system, and yes, a feature to create your own aircraft.

play it here:
https://www.roblox.com/games/3324650271/Planes-Closed-for-now

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If you want feedback make it free not 25 robux

I want to build my own aircraft

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my bad forgot to change it :stuck_out_tongue:

its free now.

I was kicked, closed for testing. So new members are not aloud to play or what I am confused. Also don’t make it cost robux because if somebody buys it then they wont be able to play

Btw this game seems really cool

That was supposed to kick you if you werent in the devforum, ill remove that. That was only a feature as of ~5 minutes ago.

Edit: removed the faulty kicking script

I love it, I think It could go pretty far. Only thing I dislike is that I cant shoot people, maybe I am just really bad. But I have to get close up to them to hit them, but then I just run into the plane. I have the cross hair directly on an enemy but it doesn’t hit unless I am pretty close. Other then that the game is great. The UI fits great with the game style. Particles are very good too and camera manipulation.

Thanks!

You aren’t bad! This is because the crosshair is actually a 3d gui about 100 studs away from the plane. It targets perfectly…if the target is ~100 studs away, a.k.a where the cursor is. Any farther or less and the cursor is unfocused. This is how it works in games like war thunder, except they make up for it by having a shot lead indicator. I may add this feature at some point.

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It’s pretty good, but here’s some useful constructive criticsm:

  • In my opinion, 100 studs is a little too near for shooting with such slow controls. Perhaps in aiming mode, rate of fire can be dropped to about 80% and the crosshair should become twice as far about.

  • Also, if it were my game, I’d go far enough as to maybe raycast, with every shot, outwards towards the distance of the crosshair and if any plane crosses the ray before a shot, the bullets tend towards the spot (possible either by aim or magnetism; this is how many shooting games do this sort of thing)


Some suggestions:

Location based health. Each part of the plane has its own HP, and overall plane integrity could probably be the half of the average of all current part HP values. Reaching 25% or lower on a part causes visible damage to that part and can cause failure.

Gyroscopic freedom. This one is actually pretty easy to make and will make the flying system more agile and faithful to true flying while adding another dimension of movement


Other than that, it’s a cool system and I look forward to seeing what else you add to it in time.

First thing I noticed that kind of threw me off: On one of the GUI’s it says “Leave” instead of having an “X”? This confused me a bit and I thought I was getting booted from the game before I even did anything. Might want to consider changing that.

Other than this, the game is really nice! I like the animations that take you to the customize area (though it didn’t let me do very much). The AI mode is a little wonky I think right now. All the AI planes seem to be relatively bunched up and don’t really fly around but could still hit me regardless.

The game is really coming along nicely and I think has potential to be something really big. The planes are relatively low in terms of detail but if you counteract this with high customizability for the player, I think you might really have something there.

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Calculating the distance to the target aircraft and then moving the crosshair to the appropriate distance to match is another way of doing it - you can’t really leave the crosshair as is, it will just be too frustrating to most players.

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The idea around the game is actually pretty cool, in terms of the visual aspect of the game. It would be nice to see more detail go into the plane.

I also suggest trying to make the GUIs similar to the interface of a planes controls. People tend to like that.

I like this idea a lot! I plan on having indicator arrows to show planes off screen, as well as a targeting system where you can shift through all the targets, so this would work very nicely. I could start by setting the cursor distance to the closest plane within sight.

Thanks @NicholasMcK, @rationaIe, @EngageDaSync, @GoldStorm950, @madattak for your feedback. Can’t quote anyone rn since I’m on mobile, but all your ideas are great and I’ll consider adding them!

Edit:
I added a targetting system, which does two things. It bases the current target off of the nearest enemy, but it bases the aiming cursor distance from the nearest on-screen enemy. Often, they are the same. Additionally, I implemented @Anaminus’s ConstrainedMarkers module, creating pointers for offscreen enemies!

A.K.A aiming is now way less frustrating.

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I played it for a little bit, even for a bit alongside you when you joined.

It’s a pretty fun game so far. Reminds me a lot of this one game I used to play a bunch on my original Xbox back in the day.

For me personally, the game’s pretty good. Only problems I can notice with the game is the lack of more realistic maps, and the lack of a shot lead indicator, and also the fact the AI only seem to shoot at players and not each other. Team damage also appears to be a thing as well, though that can be turned off in certain gamemodes.

Overall, it’s a good game so far and I can’t wait to see more from it!

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The game is really cool! I’m loving the art style! I don’t know if it’s just on my end but the guns seem to be stuck firing for a little bit even though I’ve released left click. Maybe instead of the planes health being a red box it should be falling numbers displaying how much damage each bullet is doing. Idk just an idea.

Great work!

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I’ve encountered this issue too, but rarely. It’s on my todo list.

I assume you mean this:
thing3
I thinks that’s a great idea! I’ll definitely add this, probably in the form of a health/max health with some sort of damage particle number.

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Lining up the bullets with the crosshair was the most difficult part of my time playing.

Overall, my biggest critique is that my shots didn’t really feel all that impactful considering they could just be spammed by continuously holding down leftclick. Implementing an overheating system would be a really neat gameplay mechanic. Essentially where the player can only fire consecutively a set number of times, then the player has to wait a duration for the cooldown.

Keep up the momentum. Looking forward to playing it!

Do you mean leading your shots, or do you mean the targeting distance of the cursor wasn’t correct? Since the projectiles take around .2-.5 seconds to reach a target at usual range, you have to shoot ahead of the moving target to accommodate for this. This week I’m going to figure out how to add a lead shot indicator (shows you how far ahead to shoot based on speed/distance). As far as targeting distance, the aiming cursor is set to the distance between (your position - nearest visible enemy position), so if you aren’t aiming at the nearest visible enemy, your shots could be mislead up to 20-50 studs. I plan to implement a system to cycle through your targets so that there isn’t a bias for the nearest one.

I do agree that the shots would feel more impactful if they did more damage/ had an overheat mechanism like you recommended. Pretty easy to implement, but given that the game is more of a arcade/unrealistics style, I initially wasn’t sure how well overheating would fit in with everything. However, your point makes a lot of sense and nearly unlimited spamming of bullets does dissolve the skill-based aspect of the game slightly. I’ll see what I can do :slight_smile:

Is dogfighting a aviator term or something? I don’t understand

Google is your friend…
https://en.wikipedia.org/wiki/Dogfight

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