Worked on my FPS game a little today
Better rocket jumping(old system accelerated incorrectly, the further you were the faster you went, but I fixed it):
Player ragdolls on death (primitive death cam):
A “CRITICAL HIT” thing pops up when you get a direct hit with rocket (I started playing TF2 again, pls no call out for stealing D:)
For some reason, OBS just decided to stop working, so I had to use Roblox’s built-in recorder, sorry for the poor quality
Some other changes include:
- A change to how damage is calculated
(from justBaseDamage * (Distance / 50)
toBaseDamage * (math.clamp(WeaponRange - Distance, 0, WeaponRange) / WeaponRange)
. - Ragdolls actually work now (the code for them was there in my last post, it was just broken).
- Added a mesh for the rockets (TF2 rocket mesh, couldn’t find a better placeholder from the toolbox).
- Changed particles.
- Got rid of IKPF (Inverse Kinematics-based Procedural Footplanting), thinking of changing them out for a purely animation-based approach. The characters, for now, use the default Roblox animation script.
- Fixed the bug shown in when you add new code to an old project - YouTube, an issue with both animations having the same priority (a mistake on my part) and one of them ending before the other could begin.
- Axed some old code that wasn’t doing anything because of how the game had changed internally.
- Fixed a bug where there were two damage numbers when there was only supposed to be one (shown above).
I’ve recorded some footage of my game and uploaded it to my YouTube channel, check it out if you want to see.
I’m thinking, maybe I might be able to have an alpha version out this month. but not too sure, if you were wondering.