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To make the sniper more interesting add an enemy that is weak,slow but shoots at you with sticky balls that hold you 1,5sec and hit you every 0,3sec..... in this 1,5sec you can not move and only slowly aim so an sniper that wants to shoot you would be very stressful. to avoid the sticky effect you must use an explosion under you to9 get free quickly. the timings are always placeholders and need testing :) click for more and add an enemy that at least don't change you on a straight line, but slowly change the direction a little when they hunt you so aiming gets a little more challenging. the snipers also would need an stronger version where they hide in clouds but only get visible when they want to shoot you.
@@Gr8GooseRUclips I'm using Godot. PS1 shader for the color posterization, resolution crushed to 640p, work on lighting and gradient for color correction
ngl as the 2747th ultrakill nerd i was analyzing the hell out of his gameplay and i gotta say without backseating i really think his experience shaped his design philosophies, which is cool to see
After messing about in 2D for several years, I’d started learning 3D so I could make slow-paced first person ‘walking simulator’ exploration games, which I’ve grown to like a lot in my old age… but I secretly harbour a desire to make a crazy gory fast old skool boomer shooter 😉
Can definitely see the devil daggers influence. I think you should keep going with it man. I'm doing the same thing and I'd love to see your progress along side mine. Don't stop!
really neat game so far actually. tho i do have a couple suggestions for this game. to start off, i dont think having fog up so close is appropriate for a movement shooter. i feel like its crucial to understand where you can move to if movment is such a massive focus. rn, ive seen some gameplay where you navigate on top of platforms that arent even visible until you get close. most likely cause you were the one who made the game. so you the whole level completely. also, i recommend also, as for the grounded tanks, even ultrakill has this problem. ultrakill fixes that with level design. like... you can have a slope or a staircase accessible or jump pads that all lead to the platforms. that way, the tanks will be less useless. 12:06 that suddenly gives me an idea for snipers. suppose the snipers have 2 retractable arms and they move through the level by connecting two arms to walls or floors then moving like a zipline. that would probably be a bit complicated to implement, but that sure as heck would make it the most interesting enemy
Fair criticism, thanks for your input! I think the idea of some sort of zipline or grappling hook for the sniper can work. It would actually be pretty simple to impelemnt, I might just give it a try :)
@@MrEliptik you could mess with the fog; add some sort of lamp / flashlight to increase pinpoint & focal clarity in the direction the player is looking (can lend to a 'horse blinder' kind of feel / restriction - idk, worth messing with the way players are able to perceive / 'feel' the world
Good job man! I am working on an FPS made in Godot 4.2 myself! Just not fast paced, my main troubles are actually with modelling and animating as well as asset creation! Godot is such an amazing tool!
Pretty solid start for a FPS, very impressive! Doom 2016 is one of my favorite game of all time, it's just incredible and what you describe really resonate with me. I'm looking forward to the next steps!
I like the idea of enemies like the Tanks making the ground a no go zone; encouraging verticality in movement (perhaps a gun can have a secondary grapple / hook shot)
Very cool! The game looks really fun! Its style reminds me of Bullets Per Minute. One awesome inspiration for you could be Immortal Redneck which also uses a lot of vertically in a cool way. One tip: be careful with the darkness. By watching the videos it felt a bit lost by not seeing the full room. It’s ok to keep it dark but maybe not every time or not so much. Adding some lighting to the level design also makes it more beautiful and helps guides the player. Another tip: this gotta be a Roguelite! It fits the genre perfectly! Congrats and keep going!
Thank you! I'll definitely check the games you mentioned, it can be useful for inspiration. I agree with you. I like the darkness, but it's too dark right now. I'll rework the lighting for sure! Hmmm I understand why you feel like that but I'm afraid I wouldn't have meaningful upgrades, unless I make a lot of changes
You can add abilities for the enemies such as jumping from platform to platform to keep distance from the player for snipers, jump and charge the player for giants, and combining into one giants from normal enemies. Overall good game
great video! I especially love the posterization effect you added at 6:32, and I was wondering where I should start looking to learn how to make something like that (though I do primarily use Unity instead of Godot)
Thanks! I'm using this sader for Godot: godotshaders.com/shader/retro-post-processing/ You can take inspiration from it maybe. Otherwise, look for color posterization or color quantization for more info on how to achieve that. I know Acerola made a video on the subject and he's using Unity: ruclips.net/video/8wOUe32Pt-E/видео.html
Imo I’d like to see enemies that climb and explode near the player encouraging the player to move even more or they could climb and jump down from above the player exploding on top of them
would be fun to have some sort of granede that teleports the player after a timer has reached 0. That way you can throw multiple granedes after one another and do some cool kills/finishes
Thanks! It's a combination of premade sounds and mix/modifications. I got the base sounds from different places: sfx packs, freesound.org and pixabay. Then I cut, combine, mix them to get what I want
Hey, can you please make a little tutorial or give some tips on how you made that environment in godot and how can I make my desired environment. I am having some trouble setting up my world environment in godot 3.5 and can't use half of the features properly. I played with every setting but many of them changed nothing in the scene I was working on.
Yes exactly. When the rocket explodes, it checks what's inside its explosion area and if the objects are pushable, their push away based on how far they are from the center of the explosion
Hello! When it comes to the sniper, I think they could become more interesting through level design. A sniper would be much more efficient in a Corridor since you will become a much easier target and the limited space would not allow you to move as easily as in an open space.
Fair point. I don't know how I would fir that into the game at the moment. My vision is more an arena shooter so I don't know how I could include corridors without hiding those snipers and forcing the player to look for them to finish the waves
@@MrEliptik Maybe having a variant of a flying enemy that acts as a mobile sniper like a RoR 2 wisp? Of course you'd have to scale the damage a bit, just an idea.
This looks really good. There's a lot of good FPS out there but I bet there's a lot less than most genres for boomer shooters. It also feels like a genre that people would probably jump between different games a lot because of how short the rounds are. More or less I'm theorizing that there's a pretty good chance this project has legs and could make some money.
That's fair, thanks for your input! I saw it as "if there's a lot of FPS out there, it might be saturated" but we can also see it as a good sign that the genre is popular and people want more
@@MrEliptik yeah I think you always need to play that line between popular and oversaturated but I'm guessing what retro 3D games are still hard enough to make that less indie titles will be coming out than say a pixel platformer. Especially ones that actually look good and aren't just leaning on nostalgia. I've been thinking a lot about what genres are best for Indies to make, always good video idea if you haven't already.
dude, if you would make a proper course on how to make a retro FPS game with UI... I would buy it instantly and move from Unity to Godot :) This is the reason why Im considering your patreon, because I saw I can get access to your source code. So I guess I would have access to this FPS also... But Im afraid I would not be able to understand it because Im still a beginner and not that great at coding.
Miziziziz made exactly this course on Udemy I guess. Yeah I totally understand, so no pressure. You can always cancel anytime if you're not happy with Patreon but yeah maybe get more familiar with the engine first
@@MrEliptik I forgot about Miziziziz and I just checked, and he updated his course on Udemy. Now there is a separate section for Godot 4. Awesome. Thanks man.
Thanks! I'm using a ps1 shader to get the color posterization (4 colors I think?) and then I'm crushing the resolution to 640x360 I think. The rest is done with lighting and different gradients for color correction
@@MrEliptik oh i forgot it does that sometimes, so basically i see a lot of potential and i have a lot of ideas but yt comments ain't the best for this and i suggested adding me on discord, i really love game design, i day dream about stuff like this
What do you think of my new green screen? 😎 Thanks for 30k subs btw ♥
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Loving the green screen! Really adds to the video
cool
To make the sniper more interesting add an enemy that is weak,slow but shoots at you with sticky balls that hold you 1,5sec and hit you every 0,3sec..... in this 1,5sec you can not move and only slowly aim so an sniper that wants to shoot you would be very stressful.
to avoid the sticky effect you must use an explosion under you to9 get free quickly.
the timings are always placeholders and need testing :) click for more
and add an enemy that at least don't change you on a straight line, but slowly change the direction a little when they hunt you so aiming gets a little more challenging.
the snipers also would need an stronger version where they hide in clouds but only get visible when they want to shoot you.
What shaders and effects did you use to make the game look like that? Also what game engine do you use?
@@Gr8GooseRUclips I'm using Godot. PS1 shader for the color posterization, resolution crushed to 640p, work on lighting and gradient for color correction
ngl as the 2747th ultrakill nerd i was analyzing the hell out of his gameplay and i gotta say without backseating i really think his experience shaped his design philosophies, which is cool to see
After messing about in 2D for several years, I’d started learning 3D so I could make slow-paced first person ‘walking simulator’ exploration games, which I’ve grown to like a lot in my old age… but I secretly harbour a desire to make a crazy gory fast old skool boomer shooter 😉
How old
Can definitely see the devil daggers influence. I think you should keep going with it man. I'm doing the same thing and I'd love to see your progress along side mine. Don't stop!
really neat game so far actually. tho i do have a couple suggestions for this game. to start off, i dont think having fog up so close is appropriate for a movement shooter. i feel like its crucial to understand where you can move to if movment is such a massive focus. rn, ive seen some gameplay where you navigate on top of platforms that arent even visible until you get close. most likely cause you were the one who made the game. so you the whole level completely. also, i recommend
also, as for the grounded tanks, even ultrakill has this problem. ultrakill fixes that with level design. like... you can have a slope or a staircase accessible or jump pads that all lead to the platforms. that way, the tanks will be less useless.
12:06 that suddenly gives me an idea for snipers. suppose the snipers have 2 retractable arms and they move through the level by connecting two arms to walls or floors then moving like a zipline. that would probably be a bit complicated to implement, but that sure as heck would make it the most interesting enemy
Fair criticism, thanks for your input!
I think the idea of some sort of zipline or grappling hook for the sniper can work. It would actually be pretty simple to impelemnt, I might just give it a try :)
@@MrEliptik you could mess with the fog; add some sort of lamp / flashlight to increase pinpoint & focal clarity in the direction the player is looking (can lend to a 'horse blinder' kind of feel / restriction - idk, worth messing with the way players are able to perceive / 'feel' the world
This looks INCREDIBLE.
Good job man! I am working on an FPS made in Godot 4.2 myself! Just not fast paced, my main troubles are actually with modelling and animating as well as asset creation! Godot is such an amazing tool!
Thanks! Nice, what's the name? Yeah modeling is definitely difficult
Great video my friend! Excited to see more of this FPS!
Yeahhh thanks 😄
Been following your progress on threads! Keep going, a full release would be cool
Pretty solid start for a FPS, very impressive! Doom 2016 is one of my favorite game of all time, it's just incredible and what you describe really resonate with me. I'm looking forward to the next steps!
Those explosions look super cool! Nice video the game was pretty fun :)
Hey that's super cool!
Bravo, bien joué 😉
I like the idea of enemies like the Tanks making the ground a no go zone; encouraging verticality in movement (perhaps a gun can have a secondary grapple / hook shot)
Very cool! The game looks really fun! Its style reminds me of Bullets Per Minute. One awesome inspiration for you could be Immortal Redneck which also uses a lot of vertically in a cool way.
One tip: be careful with the darkness. By watching the videos it felt a bit lost by not seeing the full room. It’s ok to keep it dark but maybe not every time or not so much. Adding some lighting to the level design also makes it more beautiful and helps guides the player.
Another tip: this gotta be a Roguelite! It fits the genre perfectly!
Congrats and keep going!
Thank you! I'll definitely check the games you mentioned, it can be useful for inspiration.
I agree with you. I like the darkness, but it's too dark right now. I'll rework the lighting for sure!
Hmmm I understand why you feel like that but I'm afraid I wouldn't have meaningful upgrades, unless I make a lot of changes
Dude you're game look awesome I hope you finish it and I hope you keep up the good work👍
You can add abilities for the enemies such as jumping from platform to platform to keep distance from the player for snipers, jump and charge the player for giants, and combining into one giants from normal enemies. Overall good game
high quality content🔥keep it up bro.
great video! I especially love the posterization effect you added at 6:32, and I was wondering where I should start looking to learn how to make something like that (though I do primarily use Unity instead of Godot)
Thanks! I'm using this sader for Godot: godotshaders.com/shader/retro-post-processing/
You can take inspiration from it maybe. Otherwise, look for color posterization or color quantization for more info on how to achieve that. I know Acerola made a video on the subject and he's using Unity: ruclips.net/video/8wOUe32Pt-E/видео.html
Love the JDG reference!
Me too
Imo I’d like to see enemies that climb and explode near the player encouraging the player to move even more or they could climb and jump down from above the player exploding on top of them
Yeah I like this idea. Movement should be pretty easy to implement and it's a cool enemy. Thanks for the suggestion :)
@@MrEliptik no problem! I’m gonna play this when it comes out it looks quite fun
The enemy look like among us
you should try to add a hud
There's health in the bottom. What else would you like to see?
@@MrEliptik i thought a stamina bar system for the dash and like an ammo count
would be fun to have some sort of granede that teleports the player after a timer has reached 0. That way you can throw multiple granedes after one another and do some cool kills/finishes
lol that " never known defeat" line was great, made me really laugh a lot.🤣
Maybe adding some ways to keep your momentum up during the game would be cool, like sliding/wallrunning
hey!! the sounds in your game sound amazing! Where did you find em?
Thanks! It's a combination of premade sounds and mix/modifications. I got the base sounds from different places: sfx packs, freesound.org and pixabay. Then I cut, combine, mix them to get what I want
Looks sweet!
Hello, could you make a cooperative mode the same or similar to Resistance 2, please?
add wall running that might slow down time or something.
Hey, can you please make a little tutorial or give some tips on how you made that environment in godot and how can I make my desired environment. I am having some trouble setting up my world environment in godot 3.5 and can't use half of the features properly.
I played with every setting but many of them changed nothing in the scene I was working on.
There are tutorials on that out there, I'm not sure I can bring much more to the table
I would absolutely purchase this in it's current state if it was released on steam!
this looks so sick!
Plz just plz just add a graphics settings like I tried to play you're game but my laptop ran at 5 fps
How do you handle rocket jump/explosions? Area3d and add damage/force when player/enemy enters the area?
Yes exactly. When the rocket explodes, it checks what's inside its explosion area and if the objects are pushable, their push away based on how far they are from the center of the explosion
@@MrEliptik thanks for the reply!
I have ideas what if you could stop time for 1 minute during the whole level the players will need to strategize when to use and how to use.
the game looks pretty fun!
You basically made a dream game of me and many others man!
Just gave me chills watching the counter turn to 30k
Hello!
When it comes to the sniper, I think they could become more interesting through level design. A sniper would be much more efficient in a Corridor since you will become a much easier target and the limited space would not allow you to move as easily as in an open space.
Fair point. I don't know how I would fir that into the game at the moment. My vision is more an arena shooter so I don't know how I could include corridors without hiding those snipers and forcing the player to look for them to finish the waves
@@MrEliptik Maybe having a variant of a flying enemy that acts as a mobile sniper like a RoR 2 wisp? Of course you'd have to scale the damage a bit, just an idea.
What font was used for the cleared text
Biggger display: fontesk.com/bigger-display-font/
R u using godot?
Yes!
tutorial? I'm new to Godot and I think it would be fun to try and figure out how to make a run and gun game like this
I don't think I need to do another FPS tutorial, I'm pretty sure you can find plenty of them for Godot
Niiiiiiiice!!! The game is looking sweet! 🔫💥
>can't see sniper behind you
If you have the laser go through the player, they will be able to see
Hmmm I didn't think of that. I'm worried it would be weird as the laser pointer is not supposed to go through objects, but I need to try
i like how at 0:15 + it flashes davinci resolve media offline for 2 nano seconds 👍
Wow I missed this one! good eye ;)
explain pixelz with a z how to use godot because he made a ultrakill game
DEVIL DAGGERS MENTION!!! ❤🔥❤🔥❤🔥❤🔥❤🔥❤🔥❤🔥❤🔥❤🔥
This looks really good. There's a lot of good FPS out there but I bet there's a lot less than most genres for boomer shooters. It also feels like a genre that people would probably jump between different games a lot because of how short the rounds are. More or less I'm theorizing that there's a pretty good chance this project has legs and could make some money.
That's fair, thanks for your input! I saw it as "if there's a lot of FPS out there, it might be saturated" but we can also see it as a good sign that the genre is popular and people want more
@@MrEliptik yeah I think you always need to play that line between popular and oversaturated but I'm guessing what retro 3D games are still hard enough to make that less indie titles will be coming out than say a pixel platformer. Especially ones that actually look good and aren't just leaning on nostalgia. I've been thinking a lot about what genres are best for Indies to make, always good video idea if you haven't already.
Im ngl for a second i thopught this was matpat lmao
Hey man can I help you make soundtrack for the game ? Like I make soundtrack for free
Well, If you want to do something, I would gladly include it in this demo!
Please give Movement Code😊😊😊
Source code is on Patreon
Who are the little guys in the bottom of the screen?
They are the viewers on stream. I made the overlay with Godot: github.com/MrEliptik/twitch_avatars_overlay
That's called a movement shooter.
dude, if you would make a proper course on how to make a retro FPS game with UI... I would buy it instantly and move from Unity to Godot :) This is the reason why Im considering your patreon, because I saw I can get access to your source code. So I guess I would have access to this FPS also... But Im afraid I would not be able to understand it because Im still a beginner and not that great at coding.
Miziziziz made exactly this course on Udemy I guess.
Yeah I totally understand, so no pressure. You can always cancel anytime if you're not happy with Patreon but yeah maybe get more familiar with the engine first
@@MrEliptik I forgot about Miziziziz and I just checked, and he updated his course on Udemy. Now there is a separate section for Godot 4. Awesome. Thanks man.
Very cool
Are you french ? Or you just got the ref of David Goodenought ?
I am :)
Ahah bah écoute elle etait super ta vidéo, hâte de voir la suite !@@MrEliptik
it look like devil dagger (the game)
serious sam-like (hold s simulator
I need to see how in the mother of Jesus your Post Processing is done because I 100 % like it. Pure egstetics
Thanks! I'm using a ps1 shader to get the color posterization (4 colors I think?) and then I'm crushing the resolution to 640x360 I think. The rest is done with lighting and different gradients for color correction
@@MrEliptik could you make tutorials about this ?
i don't like the fog thingy
feels like it takes away the point of a movement shooter
great! now make it randomly generate.
That would be cool
Pls make it on mobile , i get it if you don't want to , nice work
nice game subs
dusk
Noice
retro fast paced fps? you sure it's not ultrakill?
French detected, au grenier!
pvp? whyyyyyy not¿??
Online multi is not worth it
potato
+ cheese = 💖
wtf@@MrEliptik
cap
bro i was offering help, don't need to delete my comment
Which comment? I didn't delete anything but sometimes RUclips does it automatically
@@MrEliptik oh i forgot it does that sometimes, so basically i see a lot of potential and i have a lot of ideas but yt comments ain't the best for this and i suggested adding me on discord, i really love game design, i day dream about stuff like this
,mn