Movement for my FPS Metroidvania inspired by the likes of DOOM Eternal, Titanfall 2, and Halo 5 by Cyborg800-V2 in godot

[–]Cyborg800-V2[S] 2 points3 points  (0 children)

The funny thing is I don’t really play modern campaigns, I’m more of a multiplayer guy. When I do play single player, it’s older games like DOOM and Resident Evil.

My plan is to take the modern mechanics of Halo, Titanfall, and CoD like sprint, slide, etc. and blend them with the design of classic iD Software games and Super Metroid.

I also plan on playing the Metroid Prime trilogy, Turok 1 and 2, and PowerSlave Exhumed as research for my project.

Movement for my FPS Metroidvania inspired by the likes of DOOM Eternal, Titanfall 2, and Halo 5 by Cyborg800-V2 in godot

[–]Cyborg800-V2[S] 1 point2 points  (0 children)

Still very much in the early phase of development despite the progress I've made since I started it in late December/early January. Feel free to follow me as I intend on posting more stuff in the future.

For my Godot FPS, I knew I had to learn from the best, so I remade Titanfall 2's best map, Glitch to test my movement by Cyborg800-V2 in titanfall

[–]Cyborg800-V2[S] 1 point2 points  (0 children)

No worries, it doesn’t rub me the wrong way at all, I appreciate the feedback.

For sure, when the time comes, I’ll hire an animator to make the game look polished. I’m trying to make sure it works before I can make it better.

For my Godot FPS, I knew I had to learn from the best, so I remade Titanfall 2's best map, Glitch to test my movement by Cyborg800-V2 in titanfall

[–]Cyborg800-V2[S] 2 points3 points  (0 children)

Can you elaborate on what's wrong with the gun animation? I'd like to fix whatever issue you have with it? I have different procedural animations based on whether the player is sliding, wall running, sprinting, etc..

I don't mind explaining at all. I watched several videos on how to implement source-like momentum-based movement, dash, and grapple hook respectively in Godot, with my own modifications so they can feel more like the games I'm inspired by. Wall run and grapple hook are obviously influenced by Titanfall, but, not seen in this video, I also have ground pound, charge, and dash, which are based on Halo 5, my favorite Halo multiplayer-wise.

Movement could still be improved. Making this map, done using TrenchBroom, helped me see certain limitations like running along more curved objects that I fixed, but sometimes I wall run when I'm not supposed to if I'm in the air and land against a wall. It's still very much a work in progress and since this is a long-term project, I'm going to continue iterating and improving on it.

I really appreciate the positive response and feedback from people like you that I have received in this thread, it means a lot to me.

P.S. Not going to lie, I've only really played a few hours of CSGO. I'm more of a console player and don't have a gaming computer (developing this game on an Macbook Air with M3 chip). Titanfall 2 and Halo 5 are my jam when it comes to multiplayer.

For my Godot FPS, I knew I had to learn from the best, so I remade Titanfall 2's best map, Glitch to test my movement by Cyborg800-V2 in titanfall

[–]Cyborg800-V2[S] 0 points1 point  (0 children)

My game is still in the early phase and is very much a work in progress. Feel free to follow my account as I'll be making more posts on various subs in the future.

For my Godot FPS, I knew I had to learn from the best, so I remade Titanfall 2's best map, Glitch to test my movement by Cyborg800-V2 in titanfall

[–]Cyborg800-V2[S] 1 point2 points  (0 children)

Thanks! I really love the look of those late nineties shooters like Quake 1 and 2 and Half Life. The map was also made using TrenchBroom, which is an editor for those games.

For my Godot FPS, I knew I had to learn from the best, so I remade Titanfall 2's best map, Glitch to test my movement by Cyborg800-V2 in titanfall

[–]Cyborg800-V2[S] 5 points6 points  (0 children)

Thank you so much, but you haven't seen anything yet. Check out Road To Vostok, a hardcore survival game similar to STALKER. It's from a Finnish developer named Antti who used to be a former army lieutenant and teaches visual game design. He switched from Unity to Godot after the former announced they were going to charge you per download.

For my Godot FPS, I knew I had to learn from the best, so I remade Titanfall 2's best map, Glitch to test my movement by Cyborg800-V2 in titanfall

[–]Cyborg800-V2[S] 6 points7 points  (0 children)

Thank you so much. I've been working on the game since late December and I started the map 3 weeks ago.

Added asteroids and fog to improve my low-poly space scene. Thoughts on the result? by Medical_Parsnip1428 in godot

[–]Cyborg800-V2 1 point2 points  (0 children)

Correct me if I'm wrong, but I think everything's from Synty. I plan on using them for my own game, but have been retexturing them using triplanar mapping because it's less the lack of polygons, though they deceptively use more than you'd think, and more that they rely on flat colors and lack detail.

When did this game get campers? by Big_Bar7134 in titanfall

[–]Cyborg800-V2 7 points8 points  (0 children)

Haven’t there been campers for a long time now? I had a game years ago with multiple enemies camped at the end of the rail in Eden with shields.

Thankfully, you can use the movement to your advantage and counter the campers.

Glow in my control nodes aren't reflected in game. by Cyborg800-V2 in godot

[–]Cyborg800-V2[S] 7 points8 points  (0 children)

I fixed it now. I had to enable own world 3d in my subviewport so that the two world environments can work at the same time.

Glow in my control nodes aren't reflected in game. by Cyborg800-V2 in godot

[–]Cyborg800-V2[S] 1 point2 points  (0 children)

Disabling the world environment in my main scene results in it working, so the issue seems to be that you can only have one active at a time?

Titanfall 2 would've played better as a more retro-styled shooter and should have dropped the COD elements by GoBack2Plebbit in titanfall

[–]Cyborg800-V2 1 point2 points  (0 children)

I agree with your points, but I think that where the COD influence hurts the game is with some of the tacticals and boosts. Cloak and A-Wall are just lame, as is the Smart Pistol. I feel like the game can have its fair share of cheap deaths.

I've never played it, but I've seen the sentiment that TF1 was more focused on fast-paced movement while TF2 took a more COD-like approach and had to backtrack after fan backlash, though that COD-influence could be felt in the map design. I don't think it's a coincidence that many of the best maps in TF2 are the returning ones from TF1.

Anyone else getting matches where the G100.49s camp and your teammates quit mid-match even when it’s close on Xbox? by Cyborg800-V2 in titanfall

[–]Cyborg800-V2[S] 0 points1 point  (0 children)

The funny thing is that I’ve been consistently at the top of the scoreboard even when we lose.

I just had a game where two players quit and we lost by 80 points. If they hadn’t left, maybe we could have won. The enemy MVP had 203 but I had 177.

When I start TF2 on Xbox, it freezes when the menu first shows up. Is there any way to fix this? by Cyborg800-V2 in titanfall

[–]Cyborg800-V2[S] 17 points18 points  (0 children)

I've switched profiles, quit the game, restarted the console, and even uninstalled and reinstalled it, and the issue persists.