Current Status: Behind Quick Fire. Quick Fire is at 0.4.0, Dev Branch is at 0.3.2DEV-PT4.

Development branch for Quick Fire. Test out updates before they are fully released and please give feedback!

https://discord.gg/cTStS9RTX7 is the discord, if you'd like to join and know when any updates are out.


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Quick Fire Win 0.3.2DEV-PT4.zip 46 MB

Comments

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(+1)(-1)

hope shooting mechanics are redone, As well as keeping it compressed enough to run well on web

(+2)

Yep, I'll see if I can reduce filesizes a bit then (gotta remove some obsolete or unused sounds and textures)

but what do you mean by "hope shooting mechanics are redone"? What do you have in mind that could be improved there, I'd be happy to try implement your ideas so long as it fits with how I want the system to be.

(+1)

My main thing is the fire and the fact guns feel too accurate but have insane recoil which makes automatic weapons completely useless when faced against shotguns, in order to win a fight you need to be on the move, And since the only weapons that are effective are shotguns it blows the automatic weapons out of the water.  I think the shotguns are really the only viable weapon choice here, all id recommend is making the other guns stronger. 

spread when hip firing doesn't feel quite right. It really is not that much better than ADS. I think that a system where the more you fire in hip-fire the larger the spread comes, with a limit of course. then change ADS to be slower, reduce your FOV and ground movement speed, but makes the spread really tight and easier to aim.  (the oppressor and improvised smg are fine the way they are though.) Also, i think instead of making mele hits can you should give the whole blade a hitbox that touches other players when swung. or you just lock on to them when you are close enough and attack kind of like how modern warfare does it (except for the chainsaw)

I do not want to seem condescending to you at all btw, The movement is so fun! The sniper is fun but risky, the rocket launchers and grenade launchers are unique and fun, and the game has a sense of charm i can't explain. Me and some friends have been playing your game a bunch during computer science and I really do think your game has great potential.


Thanks for reading!

also id look into lossless compression if you haven't already :)

(+1)

huh, i've never thought of that before, but it's a good point! I know shotgun can be quite effective, but the whole idea is that automatic weapons are designed for mid-range where shotguns will lose their effectiveness, but you will need to be able to control their recoil in order to use them.

I've thought about spread reduction when scoping - not sure I want to go this route, but it would make scoping much more worthwhile (currently it only reduces recoil a bit and centres your gun, not exactly great i guess).

Spread bloom is something i've considered, but I have tried to keep the spread constant. Not sure why though, so I guess I could take a look into bloom (only for firing though, I don't really want movement to decrease accuracy).

For the reply below, I could try lossless compression, although usually Unity's built-in compression works fine for most textures without losing much quality at all. (Also I reduced the filesize by about half - I had some skybox textures in there that were unused!)

And no, it's not condescending at all, I seriously appreciate all the feedback. Getting opinions from different players on what they like and dislike is what makes a game, in my opinion

Thanks, I really appreciate you taking your time on this, I also love how passionate you are about your original vision!

basically, I was saying that some of the weapons don't perform as well as others due to the meta being movement. id say maybe look into either slightly altering weapons or changing maps around a bit to accommodate for that. I think your game would greatly benefit from it!

(+2)

Gweat Gwame