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Some more realistic games like arma for example even have free aim where your gun can move on the screen and you don't always shoot from the center. You don't need to look into the sights to hold your weapon steady. If you do go with hip fire, do not make it so hip firing makes your bullets spray 180 degrees like it does in some games where they "encourage" usage of iron sights. But if it has a lot of shooting, it would quickly get annoying to click every time to pull out your gun. If it's a detective game(just an example), you might not be using your gun a whole lot so you can holster it. The choices really depend on how much shooting there is and what other elements there are. When not aiming, it would be nice to see weapon if you look down if it's a rifle. You generally use sights for precise shooting which isn't really required in close quarters. A lot of shootings in real life happen from hip or extended arm without using sights. And when the player has had his fill of killing people, pressing the right mouse button again would make the weapon quit the "Aim down sight" mode and move completely out of the screen giving the impression that the player is casually holding the gun.Ĭlick to expand. So for shooting the player would have to right click in order to draw out his weapon and go into "Aim down sight" mode as that would be the only way of shooting. For example I was thinking of removing the "shooting with the help of a crosshair while carrying the gun by the hip" aspect of fps games because I want my game to be hard hitting and as close to the real thing as possible and not some arcade shooter. I was also wandering if sharing of certain specific game mechanics would be possible. And I'll surely look up those references (Hehehehe got some games for my vacation )
#HOW TO GET BETTER AT FPS GAMES HOW TO#
Now I know how to go about some stuff that I didn't really have any idea of. something along the line of KingCharizard (Thanks a Lot !! ). Thanks a lot Morning ! I think I'll go your way and create a game on an average man who due to an extraordinary situation picks up the gun. I think a shooter with an average Joe picking up a weapon and having to do something about a problem would be nice like he was walking to a store with his child they are caught in the crossfire between two gangs and his daughter gets shot(She later dies on route to the hospital) he picks up a weapon n starts shooting and he gets shot(wounded) he almost died and when he wakes up in the hospital 3 weeks later and hear the news about his daughter he just loses it and vows revenge. Also bullet impacts would have a more realistic effect when hitting surfaces and the environment could be fully destructible like in the Frostbite Engine 2. NOTE: This is all just the spur of the moment thinking It would be a framework where the rag doll physics would be greatly improved and enemies and the player would act like they got shot n flinch when the bullet impacted. the title would be something like RSK(Realistic Shooter Kit). It also sparked some ideas for a future project I may work on. Morning they are some very good ideas that I fully support. Make your product feel right on every level, and have every level enforcing other elements of your game.įind inspiration in what you enjoy, figure out WHY you enjoy something in a game and then make something new with your new found understanding, Game design is a very introspective process, you need to understand WHY you enjoy or do not enjoy something, it's only then that you will be able to make something truly awesome. Make sure the the story, theme and characters inform gameplay. Then polish them together so they all feel synergistic. Do this 4 or 5 times for different mechanics. Find something that feels good and interesting, then iterate on it till it's polished as fresh chrome. Try doing things that are FPS but influenced from many genres. Don't limit your FPS game to FPS mechanics. They have many interesting mechanics and experimentations going on. Play System Shock 2, the Thief series, Amnesia, The Void, Zeno Clash and any other first person game that isn't a massive AAA game. A story is a continuous flow of events, not a binary progression where 0 is shoot and 1 is a cutscene. This is especially important for story driven games. Make the player feel like he's making a difference all the time, not just during a cutscene. Bullet holes, explosion marks, blood splatters. Many games have overly light ragdolls that just look funny. When I shoot someone, I want to feel like they were impacted by the shot. No pew pew airsoft feel, make them feel like you're shooting a tool of murder, not a toy gun. This also allows you to start out with high recoil and bad aim and during the game gradually improve it as the character learns how to use weapons. Something where you play as someone who's not a marine, maybe an office worker or something. If it has to be a realistic shooter, make it not a military one at least.