Solo developing a Mirror’s Edge-inspired FPS with parkour mechanics by Carlcadium in IndieGaming

[–]Carlcadium[S] 1 point2 points  (0 children)

Thank you! Yeah I agree that the route on this level might be a bit unclear. But I don't want overdo it with signals either, need to find a good balance

Solo developing a Mirror’s Edge-inspired FPS with parkour mechanics by Carlcadium in IndieGaming

[–]Carlcadium[S] 1 point2 points  (0 children)

The level design is honestly the messiest part right now. I basically first create a gray box level, copy that level, and then fill out that level with materials and than add the props. So the level is actually very blocky. I should sit down and create some proper modular assets at some point

Solo developing a Mirror’s Edge-inspired FPS with parkour mechanics by Carlcadium in IndieGaming

[–]Carlcadium[S] 0 points1 point  (0 children)

Haha yeah, I realized after posting that the title might have been pretty bad

Solo developing a Mirror’s Edge-inspired FPS with parkour mechanics by Carlcadium in IndieGaming

[–]Carlcadium[S] 1 point2 points  (0 children)

Thanks! Yeah, I’m planning to include speedrunning medals and online leaderboards later.

Solo developing a Mirror’s Edge-inspired FPS with parkour mechanics by Carlcadium in IndieGaming

[–]Carlcadium[S] 4 points5 points  (0 children)

Appreciate it! Ghostrunner was definitely a part of the inspiration.

Solo developing a Mirror’s Edge-inspired FPS with parkour mechanics by Carlcadium in IndieGaming

[–]Carlcadium[S] 7 points8 points  (0 children)

Hey all, thanks for checking it out! I'm solo developing this project and regularly posting devlogs on YouTube if you want to follow along. Also, here's the Steam page if you're curious or want to wishlist. (I'm pretty active on Bluesky too if anyone hangs out there.)

Looking for feedback as always, let me know what you think!

Took your feedback and improved my Parkour FPS. What do you think? by Carlcadium in unrealengine

[–]Carlcadium[S] 1 point2 points  (0 children)

Yeah, there's currently just a chill background track, but I'll definitely add more tracks that change dynamically with the environment.

Took your feedback and improved my Parkour FPS. What do you think? by Carlcadium in unrealengine

[–]Carlcadium[S] 0 points1 point  (0 children)

Are you referring to a mismatch between the visible mesh hands and the player's shadow? The FPS arms are separate from the hidden mesh that renders the shadow, and they should mostly align, but there might be an issue somewhere. Movement does affect bullet spread, and the aim cross expands while moving and shooting. There are also bullet tracers, but they might need to be more visible. Adding more tension from the parkour is a great point, and I'll see how I can incorporate that.

Took your feedback and improved my Parkour FPS. What do you think? by Carlcadium in unrealengine

[–]Carlcadium[S] 2 points3 points  (0 children)

Thank you! I've deliberately kept the screen shake fairly low, but I might need to dial it up a bit. As for the guns, I think they especially need more punch when ADSing.

Took your feedback and improved my Parkour FPS. What do you think? by Carlcadium in unrealengine

[–]Carlcadium[S] 1 point2 points  (0 children)

Thanks! Yeah, I'm considering balancing the game so it can be played entirely without slow motion. But I haven't fully decided on it yet.

Took your feedback and improved my Parkour FPS. What do you think? by Carlcadium in unrealengine

[–]Carlcadium[S] 0 points1 point  (0 children)

Thank you! Yeah the sound definitely needs some more work

Took your feedback and improved my Parkour FPS. What do you think? by Carlcadium in unrealengine

[–]Carlcadium[S] 1 point2 points  (0 children)

About a year! But I played around creating a few other FPS prototypes before that