There was this one gun building game called Loadout that allowed you to build some whacky guns, sadly the servers got shut down a while ago, but seeing this video gives me hope there'll be a new game that allows for building whacky guns, since so far the gun crafting seems somewhat similar.
I wasn’t able to play this game much back when it was still online but ever since I’ve always dreamed of a game that would take and improve on the ideas. I can’t believe it’s taken this long
Interesting, I'd never heard of that one. The gun "building" seems more like just customizing slots though, I'm looking for more examples of actually designing weapons from the ground up. If you know of anything, please let know!
I loved that game so much, I literally sit hours in the building place, testing out different modifications together. Charged corkscrew missiles making a beautiful pattern, bouncing spike balls all over the place. But it's gone now...
I've always dreamed of playing/making a game like this. The models, the shadows, the guns, it's just all PERFECT. I swear to god no matter how much it costs I'll play it.
If realistic-ness is the bottom of the priority list, you could get absolutely insane with attachment concepts. You could pull a TABG and have a barrel that doubles any gun's existing barrel, barrels that add elemental properties, hell, maybe even movement based attachments like some sort of stock with a vent on the back that allows the player to dash, or an underbarrel that shoots a grappling hook. Super excited to see where this idea can go!
I think that a better choice would be renaming the 'chambers' to recievers, and then having magazines as separate attachments so that you can place them anywhere on the gun and also have different magazines for just one reciever. By the way, those recoil animations are really sick.
Oh I like this! I've always wanted a gun-customization game like this, looks great so far! I like the "procedural" animation system for the gun animations, also means you can change gun-weight, recoil, swaying, etc. with just a few number-parameters, affecting how various guns are handled based on the weight of attachments! Looking forward to seeing more!
as a dev, I can understand the need to pivot but when i saw what you were pivoting from and what you are pivoting too i noticed. Your scope and ideas are HUGE. you would have no idea how hard it is to make a really polished paper scissors rock game with all the amazing modern feedback games today require. Your ideas seem really really cool and awesome. I just hope you keep trying to scope down into something achievable or wrap your long term projects with smaller micro ones. Its really easy to get trapped in your own self direction. Best of luck soldier awesome content thanks for this :D
ig my concern is this video doesnt show the core loop of the game. Unless this is meant to be a more simulator project like Gun Simulator. Then great! But if its a game i hopefor a simple core loop to be explained :D
I remember once upon a time a game from years ago called Loadout, a wacky fun third-person multiplayer arena shooter where you could customize the gun parts, the projectile, and the payload. It had potential, but unfortunately it seems to have fallen to the wayside, overshadowed, and finally forgotten if not abandoned. Hopefully, this gets traction and becomes a damn good fun game. And I wish you good luck in your endeavor and looking forward to what you have in store for future mechanics. However, if you're taking suggestions: *_Make the bullets fun to shoot (aka, customizable themselves)._* Because a highly customizable gun is neat and all, but if all that customizing does is make the bullet go slightly faster or do a bit more damage... well it's rather basic. It'll just be every other movement-based shooter, which _are_ fun! Don't get me wrong! But the majority of those guns all boils down to "gun that shoots better" _(Realistic shooters, like Tarkov - another game with highly customizable guns - gets a pass since they're supposed to be realistic, and real bullets rarely change too drastically)._ So, if you're willing to take this stupid stranger's suggestion, I hope the customizing actually brings something unique and fun rather than just be a cool gimmick for gun nuts to fawn over. "ERMERGERSH! This stock reduces my recoil, and now it shoots better! And this scope has 16x on it, that makes me shoot better! HOOMAGUSH! This grip makes my character pull the trigger faster, and now it shoots better." Like, that's _nice,_ there's nothing wrong with that, absolutely none... _but_ it's a bit done and done, you know? Borderlands more or less have the same thing (excluding the wackier weapons) with their bajillion guns, but overall it boils down to: "this gun shoots better" (again, excluding the more esoteric weapons). Something like TF2 for example, follows that line of thought for the most part, but some of the weapons also add a different gimmick that naturally changes the playstyle, and with that it's not _just_ "this gun shoots better" it's "this gun may or may not shoot better, but its gimmick is quite useful and/or fun". Doom Eternal, another example, got a small but varied pool of weapons but each one does something different so it's not just "this gun shoots better" and instead it's "this gun shoots in a specific and useful way that works best against different specific enemies, and neither one is exactly better or worse... except maybe the BFG" *With all that being said!* I _am_ just a stupid stranger on the internet, and my opinion and ideas are valued lower than a rotting corpse, so you can just ignore all that and make the game how *_You_* want it, cause that's the most important part of game development, or any kind of passion project. I just wanted to offer my two cents on the matter, cause this so far looks fun to play (especially with the movement) and I want to ensure it lasts more than just a month once it's released. Again, I'm just a stupid stranger on the internet, I don't know your plans or your ideas, what you have in store, so whatever you have in your mind most likely would be far better than whatever drivel I've written out. Anyway, good luck with you, dude! Looking forward to what this turns out into.
@@jordanr5832 Hopefully, the dev goes all-out, and makes every part of the guns customizable, such as the bullets. Get esoteric with it, give your gun two triggers that allows you to fire two bullets of different properties. And speaking of the bullets, they really should be customisable. It'll make the game more unique than "just another gun builder" and I'd look forward to what the community can come up with. Somewhat of an inspiration, Rounds the game by Landfall, it does feature "now it shoots better" upgrades, but it also includes interesting ones like: Bouncing bullets, homing bullets, drill bullets, rocket bullets, even exponentially growing bullets. Hell, in real life there's some wacky bullets as well. Definitely esoteric, and some are just experimental if not made out of boredom, but there's uniqueness to it. Like a shotgun shell with flechettes. Customisable Gun + Customisable Bullets = Near Endless Possibilities.
I loved playing loadout until the servers got shut down. It's such a shame this game seems lost forever. Sometimes I still think about it. It was just so unique.
I think this game would work really well as a rogue like. You could have different base pistols ( a burst, revolver, fill auto.. ext) then throughout the levels you unlock different parts doing things like fire rate, damage, ammo type. You get to build your gun. Just a thought!
Cant wait to see more of this! a LONG time ago there was this game called Loadout that let you create your own guns, but its been shutdown for a while now and it's left a big creative hole in the shooter genre that hasn't been filled yet. This reminds me a lot of that so i'm hoping to see an Alpha or Beta soon to try it out!
a tip: on video editing in parts like 2:43 its hard to see the cat cuz of it being almost the same color as the background but it can be made more visible by adding vignette to the background
Reminds me a lot of Blacklight: Retribution, which was also a multiplayer PvP shooter, and you would choose a "receiver" which was how the gun functioned, and then put different parts on it to affect how it performs. It was essentially the same idea - build gun, that gun was your gun, and go in and blast others (among several other mechanics, but that was the core). Very much look forward to this, and will be keeping an eye on it. :)
this looks so fun and i can't wait to finally play it, i love all the weapon designs and the art style, and the titanfall-esque movement just makes me so happy
Oh man, pleeease don't cancel this, this sounds like the perfect FPS game. I always loved adding attachments to my guns in CoD, but creating my own gun?! That's my dream FPS right there!
I have a few ideas for attachments you could add: Laser sight: do i need to explain? Every game with gun customization has this Grenade launcher: it replaces the gun's barrel with a small grenade launcher which shoots grenades that explode on impact Silencer: since the game needs realism instead of completely making the gun silent is only makes it slightly less loud Huge mag: greatly increased the gun's ammo capacity
As a gunsmith (mostly amateur, but that's due to being poor not a lack of skill) I feel COMPELLED to butt in and at least try and show you how real-world mechanical principles can translate into gameplay. For example: The AR platform everyone knows is actually very unique internally. The bolt carrier group is twice the size needed for other guns to cycle, making it heavier but in an area you can control easier. The buffer tube uses an interesting physics quirk of springs to dampen the recoil at the cost of space. The buffer also can be swapped out for buffers of different weights, allowing you to adjust for a good balance between recoil control and how sensitive the gun is to certain kinds of ammo. Then there's the direct impingement system, which directs gas to a chamber between the bolt head and the carrier, turning the boltgroup into a piston. This has the distinct advantage of placing the force of the expanding gas directly behind the barrel, reducing recoil. Add on how an unmoving tube is better for barrel harmonics and accuracy, and it becomes the objectively best system for a DMR. A good chunk of real-world gun mechanics can be translated into gameplay. It'd require a ton of exaggeration on how certain parts affect certain things, but it'd work.
I made a gun building game on a Minecraft server where you can code your own mini games. It was really successfully and a lot of fun. I wanted to make it a real game but I felt like I lacked the time commitment that it would take. I’m glad your making a game like it!
@@havnmartinbasically its pvp arena where every kill you get you gain $5 and with your money you can buy stuff in the shops. There’s weapons, attachments, and projectiles. Weapons are just the bases that have different affects, attachments are the main thing where depending on the weapon you can put on a certain amount, attachments can work together so like you could have a rocket that sends you up and a hook that pulls opponents towards you to send people flying, and projectiles can be put on certain weapons that give the shots certain properties. The goal is to use creativity to make the best and most fun weapons to destroy people with. There’s like fourty attachments that I’ve made so far and about five weapons and ten projectiles I think. I’ve also recently added a battle royale most where the winner gets $20 but it’s super glitchy and I haven’t worked on it in a while
Absolutely amazing work and it also looks very fun to play! If you need a better name than "First-person Multiplayer PVP Modular Gun Game" you can use something like "Moredular" (more modular guns)! Edit: If you do publish it, please if you can, publish for Linux too! Even if it works with proton (steam).
Hey! Very cool game ideas, I especially like the visuals (big fan of tf2). Your reload animations look really fun and whacky, great job! I have just one suggestion for the bolt action: make the bolt slide further, give the hand some acceleration, and make the gun move backwards slightly as it is being pulled back. This will make it look like the bolt is bulky and heavy, making the gun feel alot more powerful. Combine this with alot of backwards kick to recoil and good sound design and you’ll have a sniper rifle that’s looks and feels, extremely powerful, as any good sniper should (this also works with pump action shotguns or any other gun to some extent). I also wouldn’t worry so much about realism, as the point of a game is to be fun, not to stick to reality perfectly, and I think your idea for a hidden mechanic is really interesting and has alot of potential. Good luck!
Tbh i was just scrolling down yt saw the title of the video and inmediately went into the video, I really like the idea of this game just because is the typicall free ad game you see on your phone but for pc and to simplify, is just way better, i hope you keep on working on it, i can see it will have a huge future
That's a lot of work put in before even thinking about game design. The concept is very cool, but do think more before adding things. For the movement for example, you would've wanted to think what advantages and inconvenients each mechanic brings, and whether it is fit for your vision. A double jump and a wall run don't fit a slower-paced game. The wall run is good for a gale with very agile movement while a double jump can often fail in that kind of context, as it can break the flow of the movement. The same can be said for the animation cancel. In what situationdo your players want to use it? Is it truly good for them then? Is that kind of input speed and precision something you want as part of your game's learning curve? As a skill gap? Just a few things to think about. All of the above could totally be in line with your vision for the game, but then it'd be nice to have your audience on the same page. Spelling it out is also a good way to notice if you have strayed from your ideal path. Your mention of failing to make your previous game fun tells me you might have focused a lot on adding, maybe a bit on improving, but might have forgotten to remove, replace and refine.
This is awesome it reminds me of a game called Rounds where the losing player(s) would get to choose one of five cards to add strength and uniqueness regarding play style. Amazing idea, I'm excited to see the result!
I think some interesting attachments would be something like a barrel that makes the gun shoot a laser that charges up by doing damage. The game's concept and look is amazing, can't wait to see where it goes
I loved playing Borderlands growing up and I've always wanted to play more games with the randomized gun mechanic! I hope you keep working on your game, it looks really cool :)
Is this the spiritual return of Loadout? Boy have I missed an actually good gun building game, and this looks promising. I'd love to support it's progress and get as soon as possible test the different synergies between gun parts. Keep it up!
This seems like an actual fun fps game with innovative mechanics! cant wait to see more gun parts, especially if they are super wacky. Also, remember that character control/movement skills improve the games fun factor when dealing with gunplay!
What could make this absurdly fun is the add round-by-round powerups like in rounds. If you mod rounds to pick past the original 5 cards, it gets crazy and is some of the most fun I've had gaming with friends. These powerups could be add-ons put on guns which can be switched out in between. Eg you have a special add on which gives you absurd damage but high recoil? Then edit your base gun to fit the powerup, etc. If a pvp game with more gun variation than Deep Rock Galactic and the powerup mechanics of rounds is ever released, I'd play it non-stop
My first thought went to a borderlands 2 style part system where the barrel of the gun causes different bullet effects. And maybe before each match the players are given a random selection of parts and have to make their gun before each match. It looks super cool so far and I wish you the best!
Oh this looks so fun. I believe centralising adding firing mechanisms with every other attachment bolting to it would help with slimming down the amount of work you'd need to do.
Idk how, but since 2 days youtube is recommending me a lot of videos of indie devs making games with really creative mechanics. I love this and gonna follow all these projects
Honestly this is a great idea. Some ideas to improve your next video tho are to actually show us the attachments you’ve made, and maybe making them actually have stats. A UI for when you open the game and for making guns would be important but that can be delayed for now
Oog very cool. I think it would very intresting if some guns had enough recoil that they push you backwards while mid air? It wouldnt change too much by itself but if players are able to customize it enough it could lead to them running super fast or even boost up to higher platforms! Very exited to see what's next for this game
this is my dream game, no cap I have searched for something like this on the play store and on xbox too many times, to no avail. Really hopeful this gets a release
really interesting start, consider making the theme magitech, or dieselpunk direction, with an magical/ fantastical elements should allow for more freedom in the mechanics the attachments can do, and earlier gun eras have really crazy fun gun mechanics, before it all was stamped out by reliable automatic firearms also recommend focusing on deep gun-part mechanics first before adding tec like reload canceling, like how various aspects like barrel length, or weight effects the overall performance of a gun emergently, like a heavier weapon is slower to handle, but reduces the recoil and make has less bullet spread etc as an example two players each got a full automatic rifle receiver. the first player only adds the lightest parts and the shortest barrel, they created a firing port gun (irl a modified assault rifle to fire from firing ports of APCs) the light weight gun means the player retains a lot of mobility and can quickly switch to and reload this weapon, while having the fire power of full rifle rounds. But because of the light weight and many cuts for the light weight, this gun has a near unmanageable recoil, any long bursts makes aim a suggestion; additionally since a short and light barrel can easily overheat, making even rapid burst fire danger to hot to wield or even damage. the second player instead opt to create something heavy, a light machine style gun, a good solid buttstock, bipod, and a long barrel the inverse of the 1st player's gun happen, very stable and lower recoil; the second player can also swap the base box-magazine for belt-felt which has the advantage of having a lot of ammo per reload, but reloading takes a while and even a single belt is a lot of extra weight to carry around; the player decides on using a a clip-hopper fed (irl example Type 11 light machine gun) which has a hopper that can be loaded with ammo clips allowing for quick reloads of single stripper clips into the hopper while maintaining fire readiness, the downside you need to reload it multiple times and it quite unwieldy. The heavy and long barrel also helps with overheating since the extra mass takes much longer to reach critical temperatures, but the cooling rate is not good enough what the second player wants, so this player look at their options for barrel jackets, a heatshield mainly helps with raising the upper temperature before the gun must cool down, not what they look for, so cooling fins is light weight options for extra cooling, not the best, but quite good at higher temperatures, also water jackets are really good at storing heat and keeps a gun cool especially with water flowing, but extreme amount of extra weight with all the water (but the water steam might be useful for other things too).
How dare you make the game I was just about to start making :D Literally added this video to my game dev playlist because I wanted some inspiration. Good job on this, it looks amazing. Hoping to see some more in the future!
as someone who is just dreaming up about becoming good at modeling, that's fkin amazing, I don't know if I can do it, I did learn other stuff, but I am not yet sure I could, so kudos to you, you did it, I will be damned sure to try my best getting there if allowed to!
I love this idea!!! I have really enjoyed weapon customization in games and making it the center point would be lovely!! I can see the potential! My only hope and suggestion for this game is the design to be reasonable/feasible but not necessarily realistic, like the bolt of a bolt action going back and up then down and forwards instead of just back and forth. Since the focus is the gun it would be really nice to have a satisfying animation and grounded feel to it!
This looks awesome! Can't wait to see what you do with it! If I may, I'd like to suggest maybe adding rocket jumping? It's one of my favourite game mechanics and for a game where every gun is totally unique, rocket jumping then sniping someone with a bolt action sounds awesome. (Even though my aim is garbage.)
One of the dream games that's been in my head is a Counter-Strike style game but instead of saving up money to buy guns, everyone starts with a base modular pistol that they build into different guns. I have adored the gun building concept since I played Loadout years ago.
This was literally an Idea I had and was very close to starting. it looks like you are doing it first though. Mine was gonna be singleplayer and wave based defence game. The more waves you kill the more crafting components you get so you can craft the different attachments. One Idea that I don't see people talking about is damage types. it's more cartoony than realistic so it may not fit your game, but having things like fire, ice, acid, shock, and more. Also don't forget about magazine sizes and different triggers. Guns that have to charge then release and do massive damage, semi-auto, full auto, burst fire, even one that shoots both on the click and the release of the mouse (Some guns do that irl). Best of luck to you!
i love ridiculous reloads like those! honestly if you can carry this through to completion i would be VERY interested. and if you add melees (because they’re essential to fps games) adding crazy flips, spins and such would be much appreciated. and customizable melees would be pretty neat. a shovel shaft with a pocket knife on the end? all for it. i digress, but anyways this project looks very cool!
For sights there are the classics: Scope variants, thermal scope options & multi purpose scopes Some funny mechanics could be: wallhacks, mark targets with scope (e.g. makes bullets always hit) or simpler ones like changing fire mode on scope or being able to lower the sway while scoping For frontgrips there are some variant options: underbarrel grenade launcher/shotgun, a bayonet or maybe some form of bipods some fun mechanics could be: underbarrel nuke, grip that changes reload (e.g. turns guns into pump action) or just being able to hold the weapon in a better hipfire position For magazines there are some obvious choices: magazine sice (clip - belt fed), ammo type (dragons breath/poison/etc) & reload time Same for the stocks: recoil reduction, turn speed & maybe the option to remove the stock and opt for akimbo
Something to keep in mind is that while a thing may not perfectly resemble its real life counterpart, i.e: guns in your game that don't look like real guns, so long as the object functions in a realistic manner, within reason of course, then to hell with one to one adaptation. So long as you aren't intentionally cursing your weapons, it'll come out great. Game looks really fun!
I love the modular concdpt. I think it will be key to deeply go into emergent gameplay like having different bullet materials that interact with different acceleration sources that behave differently when... I hope you get what I'm trying to say. :) Secondly I think it would probably add a ton of depth if you have defensive options too (armor / shield) so your weapon is weaker against some enemies and stronger against others (adding way more depth and making every interaction more unique).
this is the first video of yours I saw, looks like an interesting idea. Im not much of a fps player but I like to dabble. I'll be keeping updated as I subbed to your channel. good luck
This looks super promising, love the idea and the way its coming together. I feel like polish is what is gonna separate this game from the rest, if all the movement mechanics all feel good to use and seemlessly flow into one another, we are going to have a winner in our hands! Also, maybe some attachments could have movement tech tied to them, like a rocket jump or the way that the force of nature shotgun in tf2 gives you backwards speed... Grappling hooks are fun... yknow... just putting it out there... Really excited to see this games' future!
but pretty pretty pretty please make the movement super smooth and fun. Ive been playing the finals recently and its almost there, but not quite and that feels super unsatisfying
This is a game I have always wanted! If it goes further in the future and you end up needing more people to help with the game I am more than willing to help. By the time this game would release I would be finished my game development course and reckon I could help!
Sir did you just casually put together a bunch of complex systems (even casually glossed over modeling and animating a character) AND polish them in one video and think we wouldn't notice??? I need this kind of motivation in my life fr.
A lot of people are mentioning Loadout, but another game that had a lot of gun customization that was out around the same time was Blacklight: Retribution. The game was a grounded cyberpunk shooter, with its main gimmick being no minimap, but everyone got temporary wallhacks on command. It was not as wacky as Loadout, but it really allowed you to fine tune the weapon to exactly how you would like and how it would feel, like having a hard hitting slow firing assault rifle that was pinpoint accurate but would kick like a mule. The customization also extended to the player character, so you can customize the helmet to get different attributes, and have different body armor and different pants.
Everytime I think of making a game or a mechanic that no one else has, someone goes and makes it before me lol! But it looks really good keep up the good work!
This is a great idea for a game, so I'm going to steal it! I'm gonna make this game after I learn how to code and how to model and yeah nah. Jokes aside, I do have an idea similar to this but I have zero experience in any field relevant in video game making. In my head, the gun crafting would be similar to Mothergunship, but you also need to craft the bullets and it would be similar to God Eater and -Bulletcraft- Ballistic Craft. There would also be a card based stat growth and loadout building system like Warframe or Hades but that's not really related to this video. I'm eager to see how this develops. Best of luck with this project.
DOPE!!! This reminds me of a Fallout 4 glitch that lets you attach modifications from one weapon onto another. So you could have a minigun that shoots mini nukes, a tommy gun that shoots homing rockets, or have a scope on a pistol. (that last one is more practical) Can't wait to see where you take this idea!
There was this one gun building game called Loadout that allowed you to build some whacky guns, sadly the servers got shut down a while ago, but seeing this video gives me hope there'll be a new game that allows for building whacky guns, since so far the gun crafting seems somewhat similar.
I wasn’t able to play this game much back when it was still online but ever since I’ve always dreamed of a game that would take and improve on the ideas. I can’t believe it’s taken this long
Interesting, I'd never heard of that one. The gun "building" seems more like just customizing slots though, I'm looking for more examples of actually designing weapons from the ground up. If you know of anything, please let know!
It also had the most profoundly hideous aesthetic I have ever seen.
Mothershipis a great game
I loved that game so much, I literally sit hours in the building place, testing out different modifications together. Charged corkscrew missiles making a beautiful pattern, bouncing spike balls all over the place. But it's gone now...
I've always dreamed of playing/making a game like this.
The models, the shadows, the guns, it's just all PERFECT.
I swear to god no matter how much it costs I'll play it.
Haha I'm glad to hear :)
Mwahahahaha! You’ve fallen into his trap! He’ll set the price to 1 mor billion dollars! And you’ll have to honor this promise and pay up!
Same here
Well except for the last sentence lol
me 3 I also want to really play this do you have a way to fund the game a website or something
@@D0mD6v
If realistic-ness is the bottom of the priority list, you could get absolutely insane with attachment concepts. You could pull a TABG and have a barrel that doubles any gun's existing barrel, barrels that add elemental properties, hell, maybe even movement based attachments like some sort of stock with a vent on the back that allows the player to dash, or an underbarrel that shoots a grappling hook. Super excited to see where this idea can go!
This ideas are insanely good! Thanks :)
I LOVE THESE
Wow! nice idea and very good execution, the game looks awesome, keep it up brother!
Very much appreciated :)
I think that a better choice would be renaming the 'chambers' to recievers, and then having magazines as separate attachments so that you can place them anywhere on the gun and also have different magazines for just one reciever.
By the way, those recoil animations are really sick.
Yeah chamber's is probably not the best name choice for them haha. Thanks so much for the input :))
or actions
Oh I like this! I've always wanted a gun-customization game like this, looks great so far! I like the "procedural" animation system for the gun animations, also means you can change gun-weight, recoil, swaying, etc. with just a few number-parameters, affecting how various guns are handled based on the weight of attachments! Looking forward to seeing more!
Yes that's true and Glad your liking it so far :)
@@D0mD6v A thing you could do for balancing on PvP is a rank system that puts players together based on their rank and the parts they have unlocked
@@It_hits_like_the_cosmosno sbmm
This is like literatelly THE game idea I've had in my mind for a while, hope we can all enjoy it some day!
This is amazing! The fact that you have done all of this within a single devlog is amazing! cant wait for the next video
haha very much appreciated :)
as a dev, I can understand the need to pivot but when i saw what you were pivoting from and what you are pivoting too i noticed. Your scope and ideas are HUGE. you would have no idea how hard it is to make a really polished paper scissors rock game with all the amazing modern feedback games today require. Your ideas seem really really cool and awesome. I just hope you keep trying to scope down into something achievable or wrap your long term projects with smaller micro ones. Its really easy to get trapped in your own self direction. Best of luck soldier awesome content thanks for this :D
ig my concern is this video doesnt show the core loop of the game. Unless this is meant to be a more simulator project like Gun Simulator. Then great! But if its a game i hopefor a simple core loop to be explained :D
I remember once upon a time a game from years ago called Loadout, a wacky fun third-person multiplayer arena shooter where you could customize the gun parts, the projectile, and the payload. It had potential, but unfortunately it seems to have fallen to the wayside, overshadowed, and finally forgotten if not abandoned.
Hopefully, this gets traction and becomes a damn good fun game. And I wish you good luck in your endeavor and looking forward to what you have in store for future mechanics.
However, if you're taking suggestions: *_Make the bullets fun to shoot (aka, customizable themselves)._* Because a highly customizable gun is neat and all, but if all that customizing does is make the bullet go slightly faster or do a bit more damage... well it's rather basic. It'll just be every other movement-based shooter, which _are_ fun! Don't get me wrong! But the majority of those guns all boils down to "gun that shoots better" _(Realistic shooters, like Tarkov - another game with highly customizable guns - gets a pass since they're supposed to be realistic, and real bullets rarely change too drastically)._ So, if you're willing to take this stupid stranger's suggestion, I hope the customizing actually brings something unique and fun rather than just be a cool gimmick for gun nuts to fawn over.
"ERMERGERSH! This stock reduces my recoil, and now it shoots better! And this scope has 16x on it, that makes me shoot better! HOOMAGUSH! This grip makes my character pull the trigger faster, and now it shoots better." Like, that's _nice,_ there's nothing wrong with that, absolutely none... _but_ it's a bit done and done, you know? Borderlands more or less have the same thing (excluding the wackier weapons) with their bajillion guns, but overall it boils down to: "this gun shoots better" (again, excluding the more esoteric weapons).
Something like TF2 for example, follows that line of thought for the most part, but some of the weapons also add a different gimmick that naturally changes the playstyle, and with that it's not _just_ "this gun shoots better" it's "this gun may or may not shoot better, but its gimmick is quite useful and/or fun". Doom Eternal, another example, got a small but varied pool of weapons but each one does something different so it's not just "this gun shoots better" and instead it's "this gun shoots in a specific and useful way that works best against different specific enemies, and neither one is exactly better or worse... except maybe the BFG"
*With all that being said!* I _am_ just a stupid stranger on the internet, and my opinion and ideas are valued lower than a rotting corpse, so you can just ignore all that and make the game how *_You_* want it, cause that's the most important part of game development, or any kind of passion project. I just wanted to offer my two cents on the matter, cause this so far looks fun to play (especially with the movement) and I want to ensure it lasts more than just a month once it's released. Again, I'm just a stupid stranger on the internet, I don't know your plans or your ideas, what you have in store, so whatever you have in your mind most likely would be far better than whatever drivel I've written out.
Anyway, good luck with you, dude! Looking forward to what this turns out into.
Nah, this should be read by the dev.
This is important.
@@jordanr5832
Hopefully, the dev goes all-out, and makes every part of the guns customizable, such as the bullets.
Get esoteric with it, give your gun two triggers that allows you to fire two bullets of different properties. And speaking of the bullets, they really should be customisable. It'll make the game more unique than "just another gun builder" and I'd look forward to what the community can come up with. Somewhat of an inspiration, Rounds the game by Landfall, it does feature "now it shoots better" upgrades, but it also includes interesting ones like: Bouncing bullets, homing bullets, drill bullets, rocket bullets, even exponentially growing bullets.
Hell, in real life there's some wacky bullets as well. Definitely esoteric, and some are just experimental if not made out of boredom, but there's uniqueness to it. Like a shotgun shell with flechettes.
Customisable Gun + Customisable Bullets = Near Endless Possibilities.
I loved playing loadout until the servers got shut down. It's such a shame this game seems lost forever. Sometimes I still think about it. It was just so unique.
Man those gun animations are looking really neat. You're so good at animation
haha thankyou
I think this game would work really well as a rogue like. You could have different base pistols ( a burst, revolver, fill auto.. ext) then throughout the levels you unlock different parts doing things like fire rate, damage, ammo type. You get to build your gun. Just a thought!
Cant wait to see more of this! a LONG time ago there was this game called Loadout that let you create your own guns, but its been shutdown for a while now and it's left a big creative hole in the shooter genre that hasn't been filled yet. This reminds me a lot of that so i'm hoping to see an Alpha or Beta soon to try it out!
ahh okay interesting, I'll have to check it out. Thanks :)
a tip: on video editing in parts like 2:43 its hard to see the cat cuz of it being almost the same color as the background but it can be made more visible by adding vignette to the background
loadout was ahead of its time. this looks amazing already!
I love the art style and the fact that with the gun parts you can make your own cool sci fy weapons
Game looks amazing! Keep it going!
Thanks! Will do!
Reminds me a lot of Blacklight: Retribution, which was also a multiplayer PvP shooter, and you would choose a "receiver" which was how the gun functioned, and then put different parts on it to affect how it performs. It was essentially the same idea - build gun, that gun was your gun, and go in and blast others (among several other mechanics, but that was the core).
Very much look forward to this, and will be keeping an eye on it. :)
Damn, looks awesome already! Always wanted to do something like this, so I'm looking forward on how you'll do it :D
Thanks man
this looks so fun and i can't wait to finally play it, i love all the weapon designs and the art style, and the titanfall-esque movement just makes me so happy
Oh man, pleeease don't cancel this, this sounds like the perfect FPS game.
I always loved adding attachments to my guns in CoD, but creating my own gun?! That's my dream FPS right there!
wall running, double jumping, sliding, fun gun mechanics, charming visuals. I am. sold.
I have a few ideas for attachments you could add:
Laser sight: do i need to explain? Every game with gun customization has this
Grenade launcher: it replaces the gun's barrel with a small grenade launcher which shoots grenades that explode on impact
Silencer: since the game needs realism instead of completely making the gun silent is only makes it slightly less loud
Huge mag: greatly increased the gun's ammo capacity
Subsonic ammo should also be an option in that case. Maybe also some method to suppress the report as well.
Your silencer idea is actually more realistic than just a dead silent gun.
As a gunsmith (mostly amateur, but that's due to being poor not a lack of skill) I feel COMPELLED to butt in and at least try and show you how real-world mechanical principles can translate into gameplay.
For example:
The AR platform everyone knows is actually very unique internally.
The bolt carrier group is twice the size needed for other guns to cycle, making it heavier but in an area you can control easier.
The buffer tube uses an interesting physics quirk of springs to dampen the recoil at the cost of space. The buffer also can be swapped out for buffers of different weights, allowing you to adjust for a good balance between recoil control and how sensitive the gun is to certain kinds of ammo.
Then there's the direct impingement system, which directs gas to a chamber between the bolt head and the carrier, turning the boltgroup into a piston. This has the distinct advantage of placing the force of the expanding gas directly behind the barrel, reducing recoil. Add on how an unmoving tube is better for barrel harmonics and accuracy, and it becomes the objectively best system for a DMR.
A good chunk of real-world gun mechanics can be translated into gameplay. It'd require a ton of exaggeration on how certain parts affect certain things, but it'd work.
I made a gun building game on a Minecraft server where you can code your own mini games. It was really successfully and a lot of fun. I wanted to make it a real game but I felt like I lacked the time commitment that it would take. I’m glad your making a game like it!
tell me stuff about it pls
diamondfire?
hello fellow DF player
@@LineOfThylol yea df
@@havnmartinbasically its pvp arena where every kill you get you gain $5 and with your money you can buy stuff in the shops. There’s weapons, attachments, and projectiles. Weapons are just the bases that have different affects, attachments are the main thing where depending on the weapon you can put on a certain amount, attachments can work together so like you could have a rocket that sends you up and a hook that pulls opponents towards you to send people flying, and projectiles can be put on certain weapons that give the shots certain properties. The goal is to use creativity to make the best and most fun weapons to destroy people with. There’s like fourty attachments that I’ve made so far and about five weapons and ten projectiles I think. I’ve also recently added a battle royale most where the winner gets $20 but it’s super glitchy and I haven’t worked on it in a while
This looks so cool man, you made the game feel so good in the prototyping stage, great job! Good luck working on it!
Absolutely amazing work and it also looks very fun to play! If you need a better name than "First-person Multiplayer PVP Modular Gun Game" you can use something like "Moredular" (more modular guns)!
Edit: If you do publish it, please if you can, publish for Linux too! Even if it works with proton (steam).
Thank you :) and thanks for the name suggestion
+1 for Linux
Moredular Guns?
I just realized how absolutely fucking bonkers a randomizer mode for this would be. There's some real potential here, keep going man
My only recommendation is a semi automatic bolt action smg, but everything else is cool
Haha not sure how that would work, but thanks :)
@@D0mD6v but it’s cursed
Hey! Very cool game ideas, I especially like the visuals (big fan of tf2). Your reload animations look really fun and whacky, great job! I have just one suggestion for the bolt action: make the bolt slide further, give the hand some acceleration, and make the gun move backwards slightly as it is being pulled back. This will make it look like the bolt is bulky and heavy, making the gun feel alot more powerful. Combine this with alot of backwards kick to recoil and good sound design and you’ll have a sniper rifle that’s looks and feels, extremely powerful, as any good sniper should (this also works with pump action shotguns or any other gun to some extent). I also wouldn’t worry so much about realism, as the point of a game is to be fun, not to stick to reality perfectly, and I think your idea for a hidden mechanic is really interesting and has alot of potential. Good luck!
Can you added minigun attachment
Tbh i was just scrolling down yt saw the title of the video and inmediately went into the video, I really like the idea of this game just because is the typicall free ad game you see on your phone but for pc and to simplify, is just way better, i hope you keep on working on it, i can see it will have a huge future
That's a lot of work put in before even thinking about game design. The concept is very cool, but do think more before adding things. For the movement for example, you would've wanted to think what advantages and inconvenients each mechanic brings, and whether it is fit for your vision. A double jump and a wall run don't fit a slower-paced game. The wall run is good for a gale with very agile movement while a double jump can often fail in that kind of context, as it can break the flow of the movement.
The same can be said for the animation cancel. In what situationdo your players want to use it? Is it truly good for them then? Is that kind of input speed and precision something you want as part of your game's learning curve? As a skill gap?
Just a few things to think about.
All of the above could totally be in line with your vision for the game, but then it'd be nice to have your audience on the same page. Spelling it out is also a good way to notice if you have strayed from your ideal path.
Your mention of failing to make your previous game fun tells me you might have focused a lot on adding, maybe a bit on improving, but might have forgotten to remove, replace and refine.
This is awesome it reminds me of a game called Rounds where the losing player(s) would get to choose one of five cards to add strength and uniqueness regarding play style. Amazing idea, I'm excited to see the result!
I think some interesting attachments would be something like a barrel that makes the gun shoot a laser that charges up by doing damage. The game's concept and look is amazing, can't wait to see where it goes
This was really cool. I loved the gun system in borderlands and Loadout so I'm excited to see where this goes
Looks really fun, excited to see where this goes!
Thanks man
I loved playing Borderlands growing up and I've always wanted to play more games with the randomized gun mechanic! I hope you keep working on your game, it looks really cool :)
Is this the spiritual return of Loadout?
Boy have I missed an actually good gun building game, and this looks promising.
I'd love to support it's progress and get as soon as possible test the different synergies between gun parts.
Keep it up!
This seems like an actual fun fps game with innovative mechanics! cant wait to see more gun parts, especially if they are super wacky. Also, remember that character control/movement skills improve the games fun factor when dealing with gunplay!
I really love the way the weapon textures look. Just a lovely style in general
Glad you like the style :)
SUCH A GOOD LOOCKING GAME i searched everywhere for a pvp game where you can build/modify your gun plus the graphic looks cool keep it up !
For a solo dev I have to say you're pretty good at what you're doing and I cant wait to see what more comes out of this game and any other work you do
WOO, YEAH BABY! THAT'S WHAT I'VE BEEN WAITING FOR! THAT'S WHAT IT'S ALL ABOUT!
you could add a crossbow attachment and a sword attachment. the sword could shoot little swords and you could add differnt ammo types
Im a french and Im real hype bye this game sooooo "bon courage mon pote'" ^^
haha thanks man
I've been looking for a game like this for ages keep up the good work
I have been searching for soooo long for a good weapon builder… FINALLY!!!
I'm not the type of guy to see one
3:02 a Gunbow is such a fun concept I'd love that!
What could make this absurdly fun is the add round-by-round powerups like in rounds. If you mod rounds to pick past the original 5 cards, it gets crazy and is some of the most fun I've had gaming with friends. These powerups could be add-ons put on guns which can be switched out in between. Eg you have a special add on which gives you absurd damage but high recoil? Then edit your base gun to fit the powerup, etc.
If a pvp game with more gun variation than Deep Rock Galactic and the powerup mechanics of rounds is ever released, I'd play it non-stop
This game already looks so good
thank you
Subbed and Added to wishlist. I love this and everything about it, can't wait to see what this turns into!
My first thought went to a borderlands 2 style part system where the barrel of the gun causes different bullet effects. And maybe before each match the players are given a random selection of parts and have to make their gun before each match.
It looks super cool so far and I wish you the best!
First vid I've seen of yours and I'm hooked man can't wait to see the game fully finished!
Glad you enjoy it!
Oh this looks so fun. I believe centralising adding firing mechanisms with every other attachment bolting to it would help with slimming down the amount of work you'd need to do.
Idk how, but since 2 days youtube is recommending me a lot of videos of indie devs making games with really creative mechanics. I love this and gonna follow all these projects
Your player model reminded me of Brink and it got me thinking of how fun that’d be with this kind of gun customization.
oooh the artstyle looks great! Im in love with this concept!
The sole game I've been looking for. Keep doing this!!
Honestly this is a great idea. Some ideas to improve your next video tho are to actually show us the attachments you’ve made, and maybe making them actually have stats. A UI for when you open the game and for making guns would be important but that can be delayed for now
Oog very cool. I think it would very intresting if some guns had enough recoil that they push you backwards while mid air? It wouldnt change too much by itself but if players are able to customize it enough it could lead to them running super fast or even boost up to higher platforms! Very exited to see what's next for this game
this is my dream game, no cap
I have searched for something like this on the play store and on xbox too many times, to no avail. Really hopeful this gets a release
really interesting start, consider making the theme magitech, or dieselpunk direction, with an magical/ fantastical elements should allow for more freedom in the mechanics the attachments can do, and earlier gun eras have really crazy fun gun mechanics, before it all was stamped out by reliable automatic firearms
also recommend focusing on deep gun-part mechanics first before adding tec like reload canceling, like how various aspects like barrel length, or weight effects the overall performance of a gun emergently, like a heavier weapon is slower to handle, but reduces the recoil and make has less bullet spread etc
as an example two players each got a full automatic rifle receiver.
the first player only adds the lightest parts and the shortest barrel, they created a firing port gun (irl a modified assault rifle to fire from firing ports of APCs)
the light weight gun means the player retains a lot of mobility and can quickly switch to and reload this weapon, while having the fire power of full rifle rounds. But because of the light weight and many cuts for the light weight, this gun has a near unmanageable recoil, any long bursts makes aim a suggestion; additionally since a short and light barrel can easily overheat, making even rapid burst fire danger to hot to wield or even damage.
the second player instead opt to create something heavy, a light machine style gun, a good solid buttstock, bipod, and a long barrel the inverse of the 1st player's gun happen, very stable and lower recoil; the second player can also swap the base box-magazine for belt-felt which has the advantage of having a lot of ammo per reload, but reloading takes a while and even a single belt is a lot of extra weight to carry around; the player decides on using a a clip-hopper fed (irl example Type 11 light machine gun) which has a hopper that can be loaded with ammo clips allowing for quick reloads of single stripper clips into the hopper while maintaining fire readiness, the downside you need to reload it multiple times and it quite unwieldy.
The heavy and long barrel also helps with overheating since the extra mass takes much longer to reach critical temperatures, but the cooling rate is not good enough what the second player wants, so this player look at their options for barrel jackets, a heatshield mainly helps with raising the upper temperature before the gun must cool down, not what they look for, so cooling fins is light weight options for extra cooling, not the best, but quite good at higher temperatures, also water jackets are really good at storing heat and keeps a gun cool especially with water flowing, but extreme amount of extra weight with all the water (but the water steam might be useful for other things too).
This is a really cool idea. I'd buy it.
Bro i love this idea! Lets go! I really hope this one sticks
This is a really nice idea for a pvp fps shooter I'm definitely looking forward to it...can't wait for the next episode
How dare you make the game I was just about to start making :D
Literally added this video to my game dev playlist because I wanted some inspiration.
Good job on this, it looks amazing. Hoping to see some more in the future!
hahaha sorry. Thanks for the kind words anyway ahaha :))
Maybe y’all should collab? Would be sick
as someone who is just dreaming up about becoming good at modeling, that's fkin amazing, I don't know if I can do it, I did learn other stuff, but I am not yet sure I could, so kudos to you, you did it, I will be damned sure to try my best getting there if allowed to!
This project is so nice ! I can't wait to see the rest of the development !
I love this idea!!! I have really enjoyed weapon customization in games and making it the center point would be lovely!! I can see the potential! My only hope and suggestion for this game is the design to be reasonable/feasible but not necessarily realistic, like the bolt of a bolt action going back and up then down and forwards instead of just back and forth. Since the focus is the gun it would be really nice to have a satisfying animation and grounded feel to it!
those gun models look AWESOME, dude!
gun building is a greattttTTTT idea, i wish you soooo mucchhh luck. this is a GREAT idea and sounds soooo fun! underated youtuber
i like the style of the models alot too
This looks awesome! Can't wait to see what you do with it! If I may, I'd like to suggest maybe adding rocket jumping? It's one of my favourite game mechanics and for a game where every gun is totally unique, rocket jumping then sniping someone with a bolt action sounds awesome. (Even though my aim is garbage.)
One of the dream games that's been in my head is a Counter-Strike style game but instead of saving up money to buy guns, everyone starts with a base modular pistol that they build into different guns. I have adored the gun building concept since I played Loadout years ago.
That P90 style stock is [insert uplifting words of aesthetic satisfaction here]
You should add melee attachments like how they had those pokey things in on old rifles
This was literally an Idea I had and was very close to starting. it looks like you are doing it first though. Mine was gonna be singleplayer and wave based defence game. The more waves you kill the more crafting components you get so you can craft the different attachments. One Idea that I don't see people talking about is damage types. it's more cartoony than realistic so it may not fit your game, but having things like fire, ice, acid, shock, and more. Also don't forget about magazine sizes and different triggers. Guns that have to charge then release and do massive damage, semi-auto, full auto, burst fire, even one that shoots both on the click and the release of the mouse (Some guns do that irl).
Best of luck to you!
i love ridiculous reloads like those! honestly if you can carry this through to completion i would be VERY interested. and if you add melees (because they’re essential to fps games) adding crazy flips, spins and such would be much appreciated. and customizable melees would be pretty neat. a shovel shaft with a pocket knife on the end? all for it. i digress, but anyways this project looks very cool!
This art style is absolutely beautiful. Please don't change it :)
This looks absolutely incredible, I’m really digging the artstyle too!
I'd love this, waiting for it to drop
Good luck man, seems fun
For sights there are the classics:
Scope variants, thermal scope options & multi purpose scopes
Some funny mechanics could be:
wallhacks, mark targets with scope (e.g. makes bullets always hit) or simpler ones like changing fire mode on scope or being able to lower the sway while scoping
For frontgrips there are some variant options:
underbarrel grenade launcher/shotgun, a bayonet or maybe some form of bipods
some fun mechanics could be:
underbarrel nuke, grip that changes reload (e.g. turns guns into pump action) or just being able to hold the weapon in a better hipfire position
For magazines there are some obvious choices:
magazine sice (clip - belt fed), ammo type (dragons breath/poison/etc) & reload time
Same for the stocks:
recoil reduction, turn speed & maybe the option to remove the stock and opt for akimbo
Nice work! The animations and art are cool but will need to see a gameplay loop before I'm invested
hopefully this can be just as good as Loadout was
As someone who loves customizing guns and loadouts, I’ll be keeping an eye on this game!
Something to keep in mind is that while a thing may not perfectly resemble its real life counterpart, i.e: guns in your game that don't look like real guns, so long as the object functions in a realistic manner, within reason of course, then to hell with one to one adaptation. So long as you aren't intentionally cursing your weapons, it'll come out great. Game looks really fun!
I love the modular concdpt. I think it will be key to deeply go into emergent gameplay like having different bullet materials that interact with different acceleration sources that behave differently when... I hope you get what I'm trying to say. :)
Secondly I think it would probably add a ton of depth if you have defensive options too (armor / shield) so your weapon is weaker against some enemies and stronger against others (adding way more depth and making every interaction more unique).
Do you know about the game rounds? It's a 2d rouglike versus party game. I think the way upgrades interact could teach you a lot
this is the first video of yours I saw, looks like an interesting idea. Im not much of a fps player but I like to dabble. I'll be keeping updated as I subbed to your channel. good luck
Thanks man and thanks for the sub :)
This looks super promising, love the idea and the way its coming together. I feel like polish is what is gonna separate this game from the rest, if all the movement mechanics all feel good to use and seemlessly flow into one another, we are going to have a winner in our hands!
Also, maybe some attachments could have movement tech tied to them, like a rocket jump or the way that the force of nature shotgun in tf2 gives you backwards speed... Grappling hooks are fun... yknow... just putting it out there...
Really excited to see this games' future!
but pretty pretty pretty please make the movement super smooth and fun. Ive been playing the finals recently and its almost there, but not quite and that feels super unsatisfying
you make modeling cool assets look effortless. This is amazing.
Thank you
YES I NEED THIS----
I swear I was going to try to learn how to mod a game just to be able to do this type of stuff
This is a game I have always wanted! If it goes further in the future and you end up needing more people to help with the game I am more than willing to help. By the time this game would release I would be finished my game development course and reckon I could help!
Sir did you just casually put together a bunch of complex systems (even casually glossed over modeling and animating a character) AND polish them in one video and think we wouldn't notice??? I need this kind of motivation in my life fr.
A lot of people are mentioning Loadout, but another game that had a lot of gun customization that was out around the same time was Blacklight: Retribution. The game was a grounded cyberpunk shooter, with its main gimmick being no minimap, but everyone got temporary wallhacks on command. It was not as wacky as Loadout, but it really allowed you to fine tune the weapon to exactly how you would like and how it would feel, like having a hard hitting slow firing assault rifle that was pinpoint accurate but would kick like a mule. The customization also extended to the player character, so you can customize the helmet to get different attributes, and have different body armor and different pants.
Everytime I think of making a game or a mechanic that no one else has, someone goes and makes it before me lol! But it looks really good keep up the good work!
hahaha thank you :)
I would absolutely play this game; it looks like such an interesting idea
Subbed, im loving the idea of this already and seeing where it goes from here will be awesome!
This is a great idea for a game, so I'm going to steal it! I'm gonna make this game after I learn how to code and how to model and yeah nah.
Jokes aside, I do have an idea similar to this but I have zero experience in any field relevant in video game making. In my head, the gun crafting would be similar to Mothergunship, but you also need to craft the bullets and it would be similar to God Eater and -Bulletcraft- Ballistic Craft. There would also be a card based stat growth and loadout building system like Warframe or Hades but that's not really related to this video.
I'm eager to see how this develops. Best of luck with this project.
DOPE!!! This reminds me of a Fallout 4 glitch that lets you attach modifications from one weapon onto another. So you could have a minigun that shoots mini nukes, a tommy gun that shoots homing rockets, or have a scope on a pistol. (that last one is more practical) Can't wait to see where you take this idea!