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Interesting. How are you handling aiming with analoge sticks?
Couple of things I noticed, note that I played for less than a minute, it's doing the classic Unity thing of having "sticky" corners. Being a long time Quake-r I'm used to edging around levels not really looking in the direction of travel. You kind of get a mental map. Getting caught on the edge of a corner is most annoying (IMO)
Funnily enough I'm putting together an FPS in Unity myself (I'm not a developer) and it does the same thing in mine.
Also there doesn't seem to be any feedback to the player that you're doing damage. I like some kind of noise/visual cue that you hit someone, like the noise in Quake 3 or the reticule in BF3
Will have a longer play when I get a chance, FPSing isn't conducive to an office environment
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