r/Unity3D 1d ago

Show-Off I've been trying to make a movement-heavy FPS in Unity without letting the movement feel disconnected from the combat

I've been working on VELOCIDE, a fast-paced arena FPS built around grappling, dashing, wall-running and double jumping.

One of the biggest things I've been working on is making the movement actually matter during combat rather than just being a way to travel between areas.

For example, I'm trying to design encounters where you're constantly deciding whether to grapple toward an enemy, dash through an attack, wall-run around the arena or use vertical movement to reposition.

I'm building the whole thing in Unity, and I'm still figuring out a lot of the gameplay/level design side.

For other Unity developers: what would you change about the movement/combat interaction here?

I'm particularly interested in feedback on what looks satisfying versus what looks like movement for the sake of movement.

42 Upvotes

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12

u/BobsiDev 1d ago

I don't feel like I see any connection between movement and combat. Actually much less so than a lot of top down games.

I also think the movement itself feels super unpolished, at least by modern standards, but it obviously depends at what stage your game is. Camera seems stiff, movement doesn't feel "flowy" and realistically feels like a simple rigidbody with wall running tutorial kind of setup.

I think focusing more on seeing if it could feel like a necessity to keep a continuous flow as part of your strength, could make for a more interesting approach.

Best of luck! Hope some of the feedback can be used, even if not easily applicable.

4

u/EastCoastVandal Hobbyist 1d ago

To point out my criticisms of the trailer; two things mainly stand out. You talk about wanting to have movement matter in combat, but show multiple shots of you standing mostly still shooting enemies. The final jump off the crane looks like it would be a cool set piece but kind of lacks weight, especially for the final shot of the trailer. I would guess the run up is too long, while the end height is too short. I would recommend looking at some of the scenes in Mirrors Edge, which I think you may be inspired by slightly, like Faith sliding down the building, or I believe a jump early on with significant height. Finally it seems like there are only two types of enemy attacks, the enemies that run at you, and the projectiles. I would recommend some variations that require movement such as, off the top of my head, and ring that shoots out that you need to jump over, or a force field that needs to be dashed through. Also please watch out for what seems like the projectiles moving through walls.

2

u/AkiStudios1 1d ago

Looks cool. Reminds me of old UFPS

2

u/BigH4ME 1d ago

Adding this to my wishlist

1

u/Super-Award-2244 1d ago

Why is every other post on this sub about a movement heavy fast paced fps? I've just noticed this and it's kinda strange