If you're getting a "file is damaged" error trying to run the demo on mac, here's a workaround tutorial that supposedly works (I can't help you if it doesn't work, sorry I'm a mac noob) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6fqzb4qpgcs.html
Garbaj thank you so much for putting on MacOS and Linux, a lot of games aren't ported because most people use windows so i just want to thank you for porting this game.
Quick bug report: If you drop your gun during reload animation, when you pick up your gun again it will be stuck in the reloading animation forever, until you reload again. Thank you for the content. Great job, as always!
the shot gun is even more forgiving imo. like if you play peakboo with corners, you can spit out a lot of damage at a far range without aiming perfectly
Not only does the AK take 3 hits to kill, it has a low fire rate, and high recoil. The glock is 2 shots to kill, with negligible recoil, and fires as fast as you can press the mouse.
Bugs I've found: - Dropping the gun while ADSed will make it so if you pick up any gun in that slot you are stuck in ADS until you ADS again --> if you do this with Shotgun -> AR it's quite funny because the AR is too high - There's no escape from the credits if you start the demo while in them - Guns kinda appear at the bottom of the screen when reloading - You can start shooting before the reload is over - If you continuously jump you never have any footstep sounds
Hey Garbaj, quick report: If you change weapons while reloading, the initial weapon will continue reloading while still being able to use the next one, so you can cycle through weapons without having to wait for the reload. I also found a little movement trick that you can spam jump and crouch to make your hitbox pretty chaotic. Those are the exploits I found for now. The controls feel very responsive and intuitive by the way. As a demo, I expected no more than that.
some bugs i found you might want to fix: 1: you can skip the reload if you drop the gun and pick up the gun again 2: guns randomly disappears if you turn your head too fast when picking up a gun or doing the reload skip
Something that might need to be adjusted, if you throw your weapon and quickly grab it again as you throw it ends up giving a faster reload. I have no idea how much work it would be to implement it but having a system that remembers the ammo in a weapon that gets dropped might be good. There is also the possibility of messing up visuals when quickly throwing and catching, during reload the weapon can either not show on screen at all or only show at the bottom until the players reloads the weapon and while firing the muzzle flash can also stay on screen until fired again
This demo is actually so fun! I can totally imagine loving a game like this, and I'm so much more excited about the final product after playing this. Not enough games focus on satisfying, simple gameplay like this does.
Interesting project, already feels fun blastin' around. One thing I would like to mention: I don't know if this is your intention or not, but what I noticed is when you either empty your gun or reload it and quickly switch to a different weapon while you reload you instantly switch to the other weapon while the former will be reloaded once you switch back to it again. It's really fun playing this way, talking balance though, this seems a little broken. Keep it up, am going to follow along this neat little project of yours. Kudos
Very happy for you! I like the projectile bullets, not hitscan. Like that movement is consistent across weapons and ADS. My only desire to the movement atm would be a walk button. I found it really hard to peak close corners inside buildings. Other than that, I loved the texturing and trust this will come along nicely!
Few bugs I found: If you drop your gun whilst in an animation (firing, reloading or scoping), it will be stuck like that when you pick it up again. Also not a bug, more a gameplay thing (and gameplay isn't finished yet so yk), but the glock is the best weapon in the game. Accuracy is perfect on long ranges (except for bullet drop), 2 shots to kill which is the lowest in the game, and it fires as fast as you can click basically. Also you can shoot when you pick the weapon up after dropping it while reloading, despite being stuck in the reload animation, which effectivly hides your gunmodel. And if you want to fast reload, just press R and then drop the weapon instantly, pick it up again, and it's reloaded. The crosshair does not fully reset after spraying as well, which is irritating. It goes up with the recoil, but does not go down again.
I have some suggestions to add: -Ragdoll physics for objects and bodies -An inventory like CSGO or HalfLife2 -Make it open source or easy to mod -More sounds like ambient sounds or footsteps -More NPCS -Life -Glass, wood and particle physics (Something simple, no too complex) -Balance some guns -Physics Gun
Awesome to see a demo out Some things I noticed There is no difference between body shots and headshots etc. Guns definitely need to be balanced e.g. two bullet kills for pistol Spray patterns are just directly up in a straight line Running accuracy needs to be heavily reduced Same with scope in accuracy, its basically a laser at this point Keybinds need to be adjustable (who uses q to drop gun) Bullet time seems way to long (might just be delay in hit reg I'm not sure) For context I come from a cs background so what I would want from a game might be different to your vision but super cool to see how far the game has come. Keep up the awesome work and I'm excited to see more :)
first I want to disagree, i really enjoy the accuracy, feels more like a movement shooter which I hope it kind of becomes, but yeah, more side to side recoil should be added. One really weird thing tho, is that the bullets follow where you move. so if you shoot and move right, the bullets curve.
Man, I'm stoked to have finally gotten the chance to play this. Been keeping up with this for a while now. I will say that, as it stands, there's not really a point in being able to aim down your sights, because you have laser accuracy whether you're aimed down or not. Pistol is also the absolute go-to as it stands: 2 shots no matter where you shoot the opponent, and very low recoil. Maybe you already knew about these things and planned to work on them, but I figured I'd say them anyway. I look forward to more developments and being able to try out betas with proper objectives.
nice, really curious to what it will look like in terms of graphics, would be cool to see some original minimal design! rn its decent texture printed on flat stuff which makes it look really simple, and since realistic shooter is very difficult to make, a more cartoony approach you planned to do earlier on, would make it look super cool 🔥
The fact that it has been in development for a year, Sorry but I think its complete shit man I made a better game in 15 days, Are you just joking around or serious that it looks cool, man garbaj made garbage, he was better off with godot tutorials, I think that he must stick to that, but just an opinion. No offense 😃
i know the game gonna be completely different with newer maps and graphics but damn i cant stop thinking as if garbaj just gave us a game that looks exactly like this and thinking about "how long did he take to make this again??"
And keep in mind, doing it alone as a side thing, not full time. Games take a lot of effort, investment, and commitment. Pretty intimidating but it helps taking things one step at a time.
@@squanktheduck7909 depends on the person's experience and skillset. Doing any hobby on the side takes a while, based on the pace and priority. Garbaj is most likely doing this for fun, so they're probably not working on it every day, or consistently; just when they feel like it
@@GuiriTV fair point but a few easy tweaks with godot can make his game look a lot better, I have been learning godot after schools lately in 2d. However I have not really experimented with godot in 3d so I might not have the best knowledge on how difficult it is to use.
Very nice, a few things though, there is no invert mouse, however im sure you will add that eventually. Also, it would be amazing if you accounted for a bullet in the chamber, this could allow for tactical reloads where if you reload on empty the time to reload is increased by .5 seconds or something, also it would allow for an extra bullet :) Also the glock takes only 2 hits to kill, which is like crazy op compared to an AK or the M4. Shotgun seems to be pretty balanced in my opinion.
I'm pretty sure this is a bug, every single gun has recoil except the AK when hipfired. The AK has recoil when ADSed, but hipfire it actually has negative recoil. Restarted the demo just to verify I could reproduce it.
one thing i found right away, if you shoot a gun and drop it, and then pick it up again the ammo refills without an animation, so if you click Q and then F right after, you get an almost instant reload, which is absolutely devilish with the pistol. demo is so fun though. cant wait for the full version!
I just tried it, the guns feel really nice! I personally would prefer a larger focus on movement but that's just because I enjoy surfing in CSGO more than playing it. One suggestion I do have is for there to be a downside to run and gun. Right now I can imagine everyone doing immensely wide swings and not having to counter strafe and just click on heads. Maybe the solution is slight bloom when moving?
@@Visstnok my two points were completely separate lol. 1. I would have preferred smoother movement because csgo etc. 2. The run and gun thing. I still like normal csgo and its gun mechanics
When you reload a wepaon and switch to another one, for example reload the AK, switch to the Glock, then when the AK reload finishes the Glock will appear to have 30 bullets in its magazine, although it will go back to 9 if you shoot once Also in the pause menu, if you open the options menu and the credits menu it will overlap with one another
Enjoying the demo. A few things i noticed that might count as bugs or unintended behavior. -Hitboxes around the head are BIG, particularly to the left and right. It's not bad at a distance but you can hit people in the head well away from the target at close range with any weapon. -Hitting the reload button completely resets the reload cycle on the weapon you're holding. You can spam the reload button and never have your gun finish reloading. -Reloading immediately after you switch weapons will display the ammo of the previous gun for a moment. It goes away once the reload finishes but if you spam the reload button, it stays on the previous gun's ammo count. -Guns can be reloaded when their ammo is full. -The minimal UI feedback when acquiring/changing weapons kept me from figuring out how the weapon slots worked for a second. I didn't realize i could carry the same weapon more than once or that already I had them in different slots. You may want to find a way to make that more clear to the player. -Automatic Weapons resume firing automatically after reloading if you hold down the fire button. This means that you can hold down the fire button with them and the gun with auto-reload on empty and then keep firing. Obviously with a limited ammo supply that wouldn't be wise but it does make for a sort of infinite bullet hose right now.
two things: 1. while you ADS you dont get slower, idk if its intentional 2. when you ads with a pistol you only see the right hand holding it and i think the left should hold it too
nice, i would make the bullets go a little faster as it takes 1 second for the pistol bullets to go across the map, add reload animations and also find a way to add hipfire spread and randomize the shotgun pellets, add some kind of sprinting and make footsteps almost silent when crouching bug report: able to see piss jar explosion through walls able to move in pause menu reloading, dropping your weapon and picking it back up will keep it held down but still function normally until you reload again same with ads but you kinda already know about that other than that this has the potential to be a full game, gj
bug report: i see you used 3d balls (or 2d balls that follow camera) to simulate bullet decals. if you aim down and shoot the "decal" gets stuck floating above the air meaning it actually hit your own body, knowing this, this can possibly lead to self damage when damage is actually implemented. another bug is if you do any sort of animation with the guns, toss the weapon and fick it back up, the animation will be stuck in that animation until a aim/reload occurs. (worse when reloading>toss> pick up>off screen weapon) another issue is when you get the *cough* "lemonade" jar... if you get too close to a person it does 0 damage.
I have found this bug: If you continuously shoot and don't move the mouse yourself, the camera will end up in a position behind the player and you will be able to shoot things behind you. If you keep shooting, you will even be able to shoot yourself because the gun will stick through yourself. edit: this will not happen when you use the db shotgun or the glock because they already compensate the recoil.
This game looks like a modder's dream! Why don't you give official mod support and focus on mods like operation harsh doorstop. That can send your game to the moon
i’ve played some. the movement feels rlly good the sounds are nice and the guns feel good to shoot and they fit together nicely. few things i’ve noticed is 1) there’s no noticeable difference between shooting regardless of movement or aiming idk if that’s on purpose 2) you can reload a weapon while you shoot abother so you can switch as soon as you’re empty and keep shooting while your other weapon reloads which if you get it down well is so much fun and so powerful
While I'm still a little shaky on the name of the game (lmao) the demo is great! Gunplay is nice, seems reasonably well optimized, worked ootb on Linux. Your progress is amazing and I'm excited to see where this game goes!
Great work!!! I just played the game and it looks great! I'll list the things I've noticed. Some of them might have been intended and you may know and plan to change somethings but I'm gonna list them just to be sure. - First and most importantly. The ability to change keybindings. The game is unplayable for me at this point with the current keybindings. - There is no head-shot multiplier. - When you jump and then crouch, it stops your momentum. - When you hold the forward key and you press the menu key (escape), the player keeps walking if you hold the forward key. - Have a key to "swap" weapons instead of having to drop the current and pick the new. I think that's it, I'll edit if I remember anything else. Overall, amazing work and I'm very excited and thanks for not releasing it only or steam or a platform where I need to login.
bugs i found: After picking up 5 weapons i couldnt pick up anything, doesnt depend on what weapons i picked up or in which order i can spam reload even if the mag is full
ey great demo, it feels really nice. on thing I dont like tho is the face that the crosshair doesnt reset to where you aimed initially due to recoil. so you have to move our mouse further down every time
Small bug I found: When looking at the ground and firing, the bullet impact is incredibly large. If you fire at the ground while crouched the impact doesn't appear at all.
Bug report: You can pick up weapons through walls. Also, I think this is because it is early but the shadow only shows the arm and gun. Tapping crouch can also make you fall off the sides of things.
Quick Note: I tried and you can abuese auto cklicker on the pistol. You will get inhumane fire rates so maybe include a fire rate limit ot the pistol :)
Some Changes to the Movement i would make: Make it so you can jump just a little bit before you hit the floor again to make it feel more responsive When you jump off of a box, there is no buffer zone where you can jump whilst in the air, adding this could make the movement feel a little bit better And this last thing is just my opinion, but the player could be a little bit faster... Anyways this is a great demo for the game
I found a couple of bugs and will list them all it keeps reloading when u switch weapons you can be silent when bhopping if you shoot at the sky it will lag (not sure if it really works because i cant replicate it) if you drop your gun at the same time its shooting the muzzle will keep the firing sprite on and dropping your gun will reload it instantly Also the guns have balancing issues, but thats expected since its really early in beta edit: if you shoot at the sky with a double barrel it will replicate it