I watched whole vid and thought: wow, this is so high quality content, how much subscribers does he have? And then I see that number... Just a lil bit more than me (I have 311 subs, and my content is on russian and it's trash, so pls don't take this comment as subscriber farmer) P.S. the only problem is sound effects are way too loud compared to voice
dont use cubes and wedges to make your map, use probuilder to make the shapes! that makes the textures not stretch everywhere. And also it has a lot more texture customizations.
Add vaulting, bigger maps. And different game modes. (Likeee tag and maybe something with shooting.) multiplayer and obstacles I have some friends that could help with the map design
You should make the landing faster, you are looking down to see if u land, that's annoying. For some reason running looks slow too, might be the speed or just because the map is big or smth. Third, you should add hands with animation, it will sell the illusion of smooth movement and will help you tell in what state is your character
if youre trying to make titanfall 2 inspired movement system i highly recommend playing through the campaign if you havent and asking for opinions from the tf2 community, im sure there would be people out there willing to test your game. From what I see though it looks like youre giving the player way too much control midair (being able to accelerate midair by simply pressing the direction you want to go to). You should look into source engine air strafing, should be plenty of tutorials for unity. Also titanfall 2 has a pretty cool mechanic dubbed "lurching" by the community and what it does is that at the beginning of each jump if the player presses a direction (e.g. left) it will rotate the velocity vector to point more towards that direction making it feel as though the player is being pulled a bit towards the direction they press
Damm... my next video is gonna be very late as I'm going to have to actually perfect the movement :( -I can definitely try and change the control when mid-air, as right now it is faster then actually sprinting on ground due to there being zero drag which doesn't really make to much sense, so ill try and make it more momentum based. (I have played Titanfall 2 but it was a while ago so I'm going to have to do more research on it)
@@TheCodingPencil-km4he im happy to help with source style movement, im not a titanfall player but i have a lot of knowledge behind stuff like lurching since i play apex
@@TheCodingPencil-km4he aight, good luck my friend o7. I cant wait to see what you will make of it, it has potential. Will it be a game specially made for movement?
@@DracoTheNinja The games main mechanic will be movement but there will be a variety of game modes such as in my next video I'm creating a boss fight which uses the movement.
idk much about game developing but i have a bit of ideas for this movement ststem: -Expand the map, make it big and if you want your movement to feel good, Make the parts work together, you should NEVER stop pressing the W key to land somewhere you're meant to land (unless you add some other mechanic) -Ledge climb: if a bit less than half of your body (or if the camera can see much of the floor of the ledge), you should be able to automatically climb up WITHOUT loosing monentum -maybe a speed boost or something when you jump and slide at the same time (you continue to slide but start in the air and get a bit faster) I'd recommend to play "ULTRAKILL" for inspiration, it has a really nice and simple movement system but complex enough to make it fun to use in-combat