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@@ZygerGFX I agree with KJeLL, I felt that it would be better if you used a color like blue, because it usually emphasizes speed. Plus, the effect for it could be lighting that scatters around the player (kinda cheesy but it works*) or like an effect that makes it look like the veins on the player face and arms swell up with energy that dissipate as the ability finishes.
I wish you a lot of success for this game! It looks great and the gameplay seems already enjoyable at such an early state in the development. It is exactly how worldwide-played games begin! Good luck, and keep your motivation!
I love the idea of the slowdown with the dash but the dash-slowdown effect, seems to be quite aggressive at least right now and the blurring of the screen combined with the red flame close to the end of the slowdown, should maybe be turned down as it can cause issues for some that might have vision issues. Other then that, love the model for the pistol, it's nice and the touch with the wires changing color with the changing ammo counter.
It looks great! I personallly would remove the ammo-count in the bottom-right corner though, because it would make for a cleaner and more simpler UI, as it already is on the weapon itself. I would probably only look on the ammo-count on the weapon itself anyways, making the one in the corner kinda redundant. A similiar idea to this could be to display the currently selected ability (with it's respective colour-graded cooldown) on the back of a glove, allowing you to simple look at your hands to directly see your ammo-count and your selected ability and it's cooldown. I don't know if it's something you want, just an idea I had to make the UI cleaner and the look of the game more unique.. Anyways, keep the great work up!
it's very early in development but already highly polished! gotta appreciate those bullet shell particles. but, might be good to tone down the dash vfx and save it for a more powerful ability. anyways, excited to see more of the gameplay loop!
This looks very promising, I can't wait to see how this will turn out. One thing I didn't like is the dash effect you did, you say the dash will help the player dodge projectiles and enemy attacks, but the effect you have almost completely obscures the player's view which seems a bit counter-intuitive. So I'd suggest tuning it down a bit, and keeping it minimalistic because I feel that's what the vibe you're going with with this game.
great video, only thing that i didnt like was I feel that the viewmodel should be offset further from the crosshair, either closer to the bottom or just moved to the right, sometimes when you jump your viewmodel will obstruct the crosshair which can get really annoying when playing, other than that it was a great video and im looking forward to seeing how it turns out
NICE. And thank you for showing that your using assets and you make some alteration on the material to make it yours. A lots of dev thing that using a assets is a sin. Nice video and keep it up
ayy! been a while glad to see ya back! the project ended up pretty cool so far!! edit: not been a while, youtube just didn't send me any notifications from you for a solid year or so
I know this is very early in development but I think the post process of the dash could use some changes because the red makes it look like the player is taking damage so I think it should be like a blue so that if the player is actually taking damage while dashing a damage vignette effect or another post process can be overlayed on top of the dash effect without confusing the player
fps is one of harder games to create, not the complexity but your game needs to be different to others to make success or will just be a generic FPS no matter your efforts to make it good. in the 90's was the GOLDEN AGE of FPS
Very good so far, but on your ability, it should load up with the white border to see how far it is away from fully loaded. Would be a nice little touch.
Looks cool, however I feel like the dash takes to long, when I think of a dash I think of fast paced. I know thats not the game that you are trying to make but I feel like the movement would look smoother if it was shorter.
Make the player not be affected by time scale because it kinda defeats the whole purpose of having slow time. Look up max payne and how they did bullet time effect
this game looks great! I have been wanting to make a story fps game similar to this but with more of a focus on movement. Maybe I'll be able to start something this summer?
I think that having the dash time slow coutdown on both sides is just a bit distracting. I'm sure as someone plays the game they'll get use to it but I feel like it only needs to be on a single side
It could also be fun to make the countdown diegetic somehow, maybe an interface on the gun. Or another cool way to show the countdown could be some body modification on your arm that displays it. It would kind of make sense that the way you are able to get upgrades is by installing body modifications or something and it could bring you more into the game world if there was some sort of dial or monitor installed in your arm or smth
@@ZygerGFX Oh yeah I kinda phrased that poorly. I think that instead of having the two bars that show up on the side to count down your slowmo time you should just have one bar on either the right or left. I think it would just make the ability more readable. And the game looks great after just one week wow!
the game looks nice, i really like it! but i have something to say about your last videos. your voice is a bit monotonous and I can't see any kind of enthusiasm in it. i love what you are doing, it seems like you put a lot of effort there and i will love to see more dynamism?? in your videos
for the third stage of the dash, you should make it able to jump in whichever way you facing, even vertically, but not downward. And also make it able so that you can jump in the air too. you could probably make this happen by tracking the mouseY and making it unable to dash at a low level, to avoid bugs.