This might actually be one of the best templates yet.
This reminds me a lot of the Unreal Engine FPS game template where it shows you how to code basic things like inventory, view models and item pick-ups.
Super neat stuff and hopefully helps a ton of people with understanding how to structure a basic FPS game.
The template looks really, really cool, thank you so much for releasing it! here is someone that appreciates something like this x1000!!! Thank youuuu!!!
I think it’s great that they want to add more templates in this style, I hope they add more templates in the future, thanks roblox for putting love to roblox studio!
Really impressed with this latest template, builds look amazing and the guns handle surprisingly well! Excited to see what developers will be able to do with this!
This is so cool!! I’ll definitely be messing with this quite a bit in the future. The only thing I find unfortunate is the lack of headshot detection. Buuut, this is a template for a reason, and I can’t imagine it’d be hard for me to do it myself, so it’s not a big deal. Bravo to whoever worked on this!!
Huh… This’ll be helpful, since I was tryna make a Laser Tag game from scratch lol
Edit: Big thing this is missing is adaptive viewmodels. Headshot detection is easy enough to add, map rotation is similar, but adaptive viewmodels are pretty annoying. I personally use EasyFirstPerson, so maybe something like that could be used?
Also, ADS could be cool to see! That’s another more difficult one to add, and it feels like a perfect fit for these templates.
This is really cool template, so glad they’re doing more of these [i would love to see an adventure template or a horror one] - althought paintball isnt much of laser tag, they still have competition
I also spruced up the UI a little and added some silly elimination messages. After spending some time with this template, I’m super impressed with how easy it is to customize and add on to. I’m excited to mess with it even more later!
As a side note, hit detection with the targets is a little wonky due to their pivot points being at the bottom of their models. I’d recommend either altering the tag validation code to work with the humanoid’s RootPart instead of the model’s pivot (I did that and it works just fine), or just working with characters whose pivot points are in the center.