Freedback on FPS game so far!

For a few months Ive been working on an FPS game (First person shooter!) I feel my progress in decent and would like some feedback. This has taken me many long days and almost sleepless nights to create and I happy with the progress.

Features
  • Breaking down boarded doors!
  • Aiming!
  • Recoil!
  • Hit detection!
  • Sprinting!

New Project - 2022-08-31T152245.108

https://5-magazines.webflow.io/

7 Likes

I know you’ve only implemented some basics, but they feel very polished. I love how the recoil moves your targetting up a little and you have to manually adjust it (very realistic feeling).

It would be nice is there was a slight randomness in the left/right of the recoil too. You can see how it’s just an upward recoil if you stand by a target and shoot. Adding that left/right randomness to the upward recoil would make the targeting and bullet holes feel that little bit more real.

The breaking planks is nice, but the way they break is odd. I would expect a single plank to break into pieces rather than a whole part of all the planks disappear.

Keep it up - you’ve got a great start here!

3 Likes

Thanks for the feedback will do! :smiley:

hey! i just wanted to give you my take on the game so far, here are a few key points i would add to the game and things that i think looked awesome.

  • particle effects look awesome, looks like something you’d find in a lot in really popular non-roblox fps games like battlefield or cod
  • camera was bugging when i aimed down the sights, kept bobbing up and down and that felt really weird
  • hit detection looks nice, although maybe try add particles for when a bullet hits an object and maybe custom material decals, as i noticed that the same randomly selected 2 images were used each time
  • like the one above, but maybe add some blood effects to the NPCs and humanoids? that would look real nice!
  • the game thumbnail looks really nice so far, i love the lighting on it
  • first person animations look good, and so does the model too

i know there’s things i missed out, i only went into the game for a few minutes and i did like what i saw. i would focus on maybe fixing a few bugs and possibly implementing a few things i stated up here, but in the end you make the game and you have full control over it.

game looks good so far!

2 Likes

I love the features and the image.

The title says freedback. Lol

1 Like

My Take And Feedback On “Recoil”

What Is Currently Good

  • First of all one thing that really surprised me was the amazing muzzle flash implementation. I think that a lot of developers tend to skip over particle effect quality such as muzzle flash but your game did not and I really respect that as a whole.

  • Second of all I really like the recoil behavior. The recoil feels natural and good for gameplay although it could be smoothed Its current state is amazing.

What Could Be Improved

Viewmodel Walking Effect

  • Overall the view model walking effect feels unnatural.

Lack Of Viewmodel Sway

  • The lack of ViewModel sway really makes the ViewModel end up feeling stiff as a whole.

Overall if you need any help fixing the cons I mentioned please direct message me on the dev forum or add R7#9317 on discord.

1 Like

maybe add more feedback when reloading

I feel like a name like “The recoil project”, “project recoil”, or just “recoil” works better then “recoil project”

do bullets fall?
also remember bullets aren’t light so they must take some time to reach their target.

This is okay, I also noticed you also used a muzzle flash particle from the toolbox for your game. Same thing for the sky, the acs targets, the shooting range.


The recoil is great though and the gameplay is pretty smooth and polished, but the aimdown needs to be fixed:

Also please use DeltaTime:
DateTime (roblox.com)

I cannot find the skies or muzzle flash but I’ve made a few fps games temporarily involving those so I’ll update this when I find them

1 Like

From my experience like some of the posts above have said, the game feels very polished in its current state. I love the GUI, and how the recoil kicks you backward a bit while holding your mouse. As well, when the recoil makes your aim bounce up.

Also;
A separate version of this would make an amazing asset if you wanted to open-source it someday.

1 Like

Yes the shooting range is made with acs assets as its a placeholder, I am not a 3d modeler so the gun is not made my me or the particles, I do not intend on changing the particles but the shooting range will be removed when it releases.

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I do not understand why you are trying to call me out for using assets as I am a scripter not a 3d modeler or a builder.

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What do you mean by skies? fdsfdsfdsfds

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also some days ago I coded a gun under 2 hours, maybe you could take some ideas to implement them to your fps

Do you have a game link so i could get some insperation?

1 Like

Few bugs me and @fungi3432 noticed.

  • Whenever one player fires, it will play the fire animation for all other players’ characters in the game.
  • The reload animation has the same issue as above, but with the added bug that if one player reloads, all players will have their ammunition replenished. This leads to hilarious situations where you can cointinuously fire, but is clearly not good for gameplay.
  • If you unequip and re-equip the gun, your magazine will be fully replenished.
  • You can drop the gun leading to more fun situations where you can hold ten or more guns at once. Again, probably bad for gameplay.
  • As mentioned earlier in the thread, aiming down sights causes the gun to become quite jittery.

I also noticed a few inaccuracies with the gun in the game. For this, I assume this game is set in World War 2 based on the characters and the weapon; correct me if I’m wrong.

  • The Tommy gun is an open-bolt submachine gun. In the game, it’s incorrectly animated as a closed-bolt.
  • Thompson submachine guns (specifically the M1 variants) issued to US soldiers during WWII had a modified magwell that prevented soldiers from loading them with drum magazines for reliability reasons. The gun depicted here has a drum magazine rather than a standard stick magazine.
  • The magazine’s ammo count is extremely small. Tommy guns only had (in common use) 20 and 30 round stick magazines and a 50 round drum. Currently the gun has a drum (which as mentioned above, is not historically accurate), and so should have 50 rounds to be accurate. Otherwise, it should be either 20 or 30 rounds to coincide with the stick mags that were issued.

I meant sky my bad, good looking :+1:

I edited it, sorry for the harsh feedback. Pretty polish gameplay and pretty smooth, this is a pretty good start and I look forward to seeing what’s next! :+1: