What are you working on currently? [2016]

Um, do mummies fly now?

So, if you don’t mind me asking but, how are you getting it so smooth when running on a server?

Mine gets buggy and choppy of more than 2 people are playing

I use local parts. See my Build Your Own Shay model.

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That worked, thanks. It looks and works much better now in 60 fps, unlike the 10 i was getting before.


Trying to work on ballistic projectiles(ray based) but it’s ten times harder than I thought it would be

Putting some finishing touches on my FPS engine to make sure it has a good feel to it.
https://www.youtube.com/watch?v=Nh1STXHlils

I was getting awful framerate while recording, but the actual gameplay is a lot smoother at 60fps.

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I remember this from years ago! I asked you to help me out with my own FPS back in the day.

I think that was like 2012-2013 or something. Look how far we’ve both come :smiley:

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Heh, yeah it’s been a while. I had to take a break from dev stuff for school/work/life, which paid off, I guess. But school’s over now and I’ve finally started making progress on my game.
I’m back. :slight_smile:

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Awesome! I’ve been making my own progress lately with my own FPS.

Are you working on this for fun or are you actually trying to push out another Call of Duty clone?

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I’m working on some cool top-down stuff

Little bit of an understatement. :smirk:
dat custom character rig

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What makes it a CoD clone, and what’s wrong with this type of shooter…? :confused:
I’m trying to make a feel-good, fast-paced FPS game that can be enjoyed by both casual and more competitive players.

So are tons of other people; it’s an oversaturated market. There’s no point trying to compete with games like Phantom Forces unless you’re bringing something very innovative to the table.

That is why I’m sticking to a top-down, less genericness. @digpoe you tweening you camera to players position or having it instantly follow the player’s position?

Nah, no tweening; it’s all on a RenderStep loop so it’s smooth as it is.

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I think the less attacky question Nikilis is trying to ask is “Why should anyone want to play your game instead of something like Phantom Forces?” It looks like you’ve put quite a deal of effort into it, so I imagine you have some sort of goal in mind of where you want to take it.

I have plans. :slight_smile:
The only way in which this game will be similar to PF is the absolute barebones mechanics of a shooter (aim, sprint, shoot, etc)… so I guess you could say every single FPS ever made is exactly the same? My game won’t bring anything outrageously new to the FPS genre as a whole (it’s hard to think of a recent shooter that managed to do this), but it certainly won’t be a copy of any other game.

(meanwhile I’m waiting for a fps on roblox that is like Halo Firefight)

Want some code I wrote for this?