This channel and the godot tutorials you made were what got me into a game dev a few years back, and once I got the hang of it it was really inspirational seeing someone else make an FPS game in godot. Currently about a week from releasing a demo of my first FPS game! GL with yours, can’t wait to see where you go with it next
dude youve been hyping up this game for so damn long why tf is it taking you so long just to drop a demo for a probably boring ass game no offense i dont mean to be a rude at all but like
Cool to see you make progress on your game! Congratulations 🎊 Also, how are you going to release your demo on linux? I mean, is it going to be a flatpak or deb package?
Glad to see development going on nicely. Quick question: Is this made with Unity? My instinct would say yes, but I'd be interested if it was a different engine all together.
Garbaj this is a very early release for a demo. I don’t understand, there is no game here, just shooting mechanics and ragdolls. Let it be known im a big supporter of your work, yet I believe that this will hurt your project if anything. Keep it up though man.
What ragdolls? Looks like enemies are literally just unanimated tpose low polys that have the most basic collider and gravity applied that cause the bullet force to push it away
hey i have a doubt regarding that ak47 shoot animation. have you used a single shoot animation and repeated it each time player preses left click or you have used code for reoil?
It doesn't seem like there's any substance to this game, you have a gun and you shoot people. Is that it? If so this really doesn't seem like its worth playing at all.
In case we stumble into bugs, are you interested in knowing about them? If so, is there a preferred way to submit such reports? I would love to help out. Either way, looking forward to play the demo!
Weirdly enough the thing that's been most satisfying watching you all this time has been really making me understand how long it takes to create something and garnering a respect for it. Recently have been trying to work harder at actually bringing my comic ideas to life and it was quite humbling to realize that even my favorite creators have to go through a process of drawing the same thing a hundred different ways until it works. Or cases like Araki where they are published then go through 500 failed prototypes until they find something good that sticks. Seeing the final product it's easy to feel discouraged and feel as though you aren't good enough. It's only through experience that you realize those finished products have a mountain of prototyping and rough edges that have been polished off. It's why I'm thankful when devs like riot show the work in progress stuff for champions after they come out, seeing that a character went through a hundred redesigns before it achieved its current form makes it feel like it's not just some god given gift of talent but a result of constant iterative design.
this is just a lil question: I know the game is under development, but will the game look the same? I am talking about the textures, shaders, and what not
Is it me, or there a lag between "shot" and "hit" the further from a dummy you are? I noticed it when you were shooting with the pistol at 0:07. If this is intentional, as like a bullet travel time thing, then cool. I just noticed the time delay, and wanted to make sure that was intentional or not.
i have been a big fan for a while and garabj this looks so disappointing you have been working on this for so long and this looks terrible i have to be honest , there is nothing here , to the graphics to animations to gunplay , what have you been working on when it truly looks like this has been thrown together in a day . super disappointed.
Couldn't agree more man, ik a lot of time gets spent on programming and what not. But it's like he has not invested more than 1 hour into the graphics. Crazy.
first of all, the graphics are a stylistic choise, and its verry, verryy early acces, not even beta, and how would you know how the gameplay feels you havnt even tried it, and also godot has alot of limits to its graphical capabilities. And also hes working on this game on his own, he has no animators, or visual designers. Also msot of his animations are inverese kinematics, with is using code to animate it randomly.
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1.5 years, and we get a singleplayer demo that's patreon locked. You owe us nothing but the pace is exceedingly slow. Not much surprise for someone's first game I guess. Still, this is turning into a yanderedev type deal where the game doesn't exist and the longer it drags on the more content
@@kthuludev whatever helps you sleep at night🤷♂️ maybe if your comment wasn't as long as an essay people would actually read it. Anyways, this game looks bad and is taking way too long
Hey Garbaj, Got Two macs here if you need for a last solution, M1 and Intel. You can rent some Mac mini online as well if you don't want to own a mac right now, some company allow you to rent one for 24 hours and access it remotely with the full hardware available, kinda like a server. BTW, really cool to see the updates, this is awesome to see !
I am happy to witness this progress on your demo, unfortunately I won't download the game yet . Pretty much I seen everything throughout the progress and this video. I would love to wait and see the final release. Take your time, we have trust on you since you show us your progress and we would be finally able to see it in action. At least you aren't FNTASTIC studios and I am grateful for that.
Just wanted to say before you release. In the texture Settings there should be a filter option, and if you set it to point/no filter the textures will look much more crisp and clear