lol the disclaimer and the name explanation at the end there :D How did I miss this before? I'm working on my own FPS, your game looks very pleasant and the wall climbing is great. Let me see if I can back track through the earlier clips, see what I missed.
Wow, the level looks way better with that new texture! One small issue: I feel like the player should be able to shoot a grappling hook while they are falling, imagine if you fell off the side of the level, you would have no way to recover. I look forward to the next Devlog!
At the moment player is able to shoot the grappling hook within about 4 seconds after falling off. With that being said, I’ll definitely have a look at enabling grapple hook at all times, too. I’ll most likely make a lot of gameplay changes when I do open beta testing.
Nice devlog man altho the one thing i would personally change is the wall running anim. Like i mean that it looks great but it would be a bit better if u just raised the left or right hand depending on what wall u are wall running on and i would also recommend adding animations to the camera when landing and if u want u can make a mechanic to where if you're about to land and u press for example the control or shift key u will play a rolling animation to negate fall damage as that is how it works in parkour... i think but yeah anyways devlog i hope to see this on like itch or steam or something because the game looks pretty nice and the movement and combat looks very 👍.
Why not instead of heaving four rays running all the time , you could use a trigger box on narrow platforms, to slow u down and run the animation state instead? I think it's cheaper, easier, and it'll probably work
Im not a professional game developer, but I think raycasts work best on maps that are procedurally generated, when you don't know where and when you'll interact with such platforms, if you're building a map u could just use trigger boxes instead, just for the sake of optimizations. Either way, I can't wait to play this game :)
You might also be able to just tag the narrow platform as "narrow", and then when the player steps on it, just check if it contains that tag. Similar to how different footstep sounds are played when players run on different types of ground is usually handled.
The name has to do with the story of the game. I’m not sure if I want to spoil the story; perhaps I’ll make a video covering the story and concept of the game.
the fall animation looks so good. good job!
This was cool to watch. I liked the ray cast - narrow wall tip. and narrow platform tip was cool too
lol the disclaimer and the name explanation at the end there :D
How did I miss this before? I'm working on my own FPS, your game looks very pleasant and the wall climbing is great. Let me see if I can back track through the earlier clips, see what I missed.
Love these devlogs man, hope you get more recognition
map development is among my favorate
Great game, nice ideas, I'd love to see stealth kills for your next devlog ♥
Wow, the level looks way better with that new texture! One small issue: I feel like the player should be able to shoot a grappling hook while they are falling, imagine if you fell off the side of the level, you would have no way to recover. I look forward to the next Devlog!
At the moment player is able to shoot the grappling hook within about 4 seconds after falling off. With that being said, I’ll definitely have a look at enabling grapple hook at all times, too. I’ll most likely make a lot of gameplay changes when I do open beta testing.
your videos are amazing! :)
Nice devlog man altho the one thing i would personally change is the wall running anim. Like i mean that it looks great but it would be a bit better if u just raised the left or right hand depending on what wall u are wall running on and i would also recommend adding animations to the camera when landing and if u want u can make a mechanic to where if you're about to land and u press for example the control or shift key u will play a rolling animation to negate fall damage as that is how it works in parkour... i think but yeah anyways devlog i hope to see this on like itch or steam or something because the game looks pretty nice and the movement and combat looks very 👍.
This is so cool!!
a parry will always be fun
Why not instead of heaving four rays running all the time , you could use a trigger box on narrow platforms, to slow u down and run the animation state instead? I think it's cheaper, easier, and it'll probably work
Im not a professional game developer, but I think raycasts work best on maps that are procedurally generated, when you don't know where and when you'll interact with such platforms, if you're building a map u could just use trigger boxes instead, just for the sake of optimizations.
Either way, I can't wait to play this game :)
You might also be able to just tag the narrow platform as "narrow", and then when the player steps on it, just check if it contains that tag. Similar to how different footstep sounds are played when players run on different types of ground is usually handled.
Hello, nice video as always. Can I know why you are giving the code name/project game: terminal?
The name has to do with the story of the game. I’m not sure if I want to spoil the story; perhaps I’ll make a video covering the story and concept of the game.
@@semikoder Also, can I ask. What os are you running?
@@ImminentTempest I’m using pop os by system76
Mi third
Where did u get the models?
The arm model is from Mixamo and most of them are from sketch fab. Some of the models are made by me using pro builder, too.
someone hasnt been watching the dev logs😲
@@decoy3641 i did i just forgot :/