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@@ZygerGFX I agree with KJeLL, I felt that it would be better if you used a color like blue, because it usually emphasizes speed. Plus, the effect for it could be lighting that scatters around the player (kinda cheesy but it works*) or like an effect that makes it look like the veins on the player face and arms swell up with energy that dissipate as the ability finishes.
I wish you a lot of success for this game! It looks great and the gameplay seems already enjoyable at such an early state in the development. It is exactly how worldwide-played games begin! Good luck, and keep your motivation!
I love the idea of the slowdown with the dash but the dash-slowdown effect, seems to be quite aggressive at least right now and the blurring of the screen combined with the red flame close to the end of the slowdown, should maybe be turned down as it can cause issues for some that might have vision issues. Other then that, love the model for the pistol, it's nice and the touch with the wires changing color with the changing ammo counter.
It looks great! I personallly would remove the ammo-count in the bottom-right corner though, because it would make for a cleaner and more simpler UI, as it already is on the weapon itself. I would probably only look on the ammo-count on the weapon itself anyways, making the one in the corner kinda redundant. A similiar idea to this could be to display the currently selected ability (with it's respective colour-graded cooldown) on the back of a glove, allowing you to simple look at your hands to directly see your ammo-count and your selected ability and it's cooldown. I don't know if it's something you want, just an idea I had to make the UI cleaner and the look of the game more unique.. Anyways, keep the great work up!
it's very early in development but already highly polished! gotta appreciate those bullet shell particles. but, might be good to tone down the dash vfx and save it for a more powerful ability. anyways, excited to see more of the gameplay loop!
This looks very promising, I can't wait to see how this will turn out. One thing I didn't like is the dash effect you did, you say the dash will help the player dodge projectiles and enemy attacks, but the effect you have almost completely obscures the player's view which seems a bit counter-intuitive. So I'd suggest tuning it down a bit, and keeping it minimalistic because I feel that's what the vibe you're going with with this game.
ayy! been a while glad to see ya back! the project ended up pretty cool so far!! edit: not been a while, youtube just didn't send me any notifications from you for a solid year or so
NICE. And thank you for showing that your using assets and you make some alteration on the material to make it yours. A lots of dev thing that using a assets is a sin. Nice video and keep it up
for the third stage of the dash, you should make it able to jump in whichever way you facing, even vertically, but not downward. And also make it able so that you can jump in the air too. you could probably make this happen by tracking the mouseY and making it unable to dash at a low level, to avoid bugs.
fps is one of harder games to create, not the complexity but your game needs to be different to others to make success or will just be a generic FPS no matter your efforts to make it good. in the 90's was the GOLDEN AGE of FPS
great video, only thing that i didnt like was I feel that the viewmodel should be offset further from the crosshair, either closer to the bottom or just moved to the right, sometimes when you jump your viewmodel will obstruct the crosshair which can get really annoying when playing, other than that it was a great video and im looking forward to seeing how it turns out
I know this is very early in development but I think the post process of the dash could use some changes because the red makes it look like the player is taking damage so I think it should be like a blue so that if the player is actually taking damage while dashing a damage vignette effect or another post process can be overlayed on top of the dash effect without confusing the player
Very good so far, but on your ability, it should load up with the white border to see how far it is away from fully loaded. Would be a nice little touch.
Make the player not be affected by time scale because it kinda defeats the whole purpose of having slow time. Look up max payne and how they did bullet time effect
Looks cool, however I feel like the dash takes to long, when I think of a dash I think of fast paced. I know thats not the game that you are trying to make but I feel like the movement would look smoother if it was shorter.
this game looks great! I have been wanting to make a story fps game similar to this but with more of a focus on movement. Maybe I'll be able to start something this summer?
I think that having the dash time slow coutdown on both sides is just a bit distracting. I'm sure as someone plays the game they'll get use to it but I feel like it only needs to be on a single side
It could also be fun to make the countdown diegetic somehow, maybe an interface on the gun. Or another cool way to show the countdown could be some body modification on your arm that displays it. It would kind of make sense that the way you are able to get upgrades is by installing body modifications or something and it could bring you more into the game world if there was some sort of dial or monitor installed in your arm or smth
@@ZygerGFX Oh yeah I kinda phrased that poorly. I think that instead of having the two bars that show up on the side to count down your slowmo time you should just have one bar on either the right or left. I think it would just make the ability more readable. And the game looks great after just one week wow!
the game looks nice, i really like it! but i have something to say about your last videos. your voice is a bit monotonous and I can't see any kind of enthusiasm in it. i love what you are doing, it seems like you put a lot of effort there and i will love to see more dynamism?? in your videos
My FlexiSpot Standing Desk E8 - bit.ly/3Vb6RrG
FlexiSpot Work Like New
Brand Day Sale Up to 33% OFF
22nd May to 26th May
Deals - bit.ly/40MccXD
#FlexiSpotUK
looks promising! only thing I don't like is the red vfx when dashing, feels more like you're taking damage rather than using a fun movement ability
yeah this is defiantly something I need to work on. thanks for pointing it out !
@@ZygerGFX 🤝
@@ZygerGFX I agree with KJeLL, I felt that it would be better if you used a color like blue, because it usually emphasizes speed. Plus, the effect for it could be lighting that scatters around the player (kinda cheesy but it works*) or like an effect that makes it look like the veins on the player face and arms swell up with energy that dissipate as the ability finishes.
Light blue would indicate the dash better
I say no color at all just like a super focused radial blur or perspective zoom
It's cool you put the ammo remaining directly on the gun so when in fight you don't have to move your eyes all the way around the screen!
This project looks so cool! The movement already looks so polished after just 7 days wow
I wish you a lot of success for this game! It looks great and the gameplay seems already enjoyable at such an early state in the development. It is exactly how worldwide-played games begin!
Good luck, and keep your motivation!
I love the idea of the slowdown with the dash but the dash-slowdown effect, seems to be quite aggressive at least right now and the blurring of the screen combined with the red flame close to the end of the slowdown, should maybe be turned down as it can cause issues for some that might have vision issues. Other then that, love the model for the pistol, it's nice and the touch with the wires changing color with the changing ammo counter.
Seconding your notes on the dash effect. I think the mechanic seems super fun but the vfx are definitely extreme right now
Its looking really good! Cant wait to see it shape up in proper game!
Amazing! Can't wait for the next Devlog
Thank you
I love how it's going! Let's hope Project Jude v2 will be finished :3
It looks great!
I personallly would remove the ammo-count in the bottom-right corner though, because it would make for a cleaner and more simpler UI, as it already is on the weapon itself. I would probably only look on the ammo-count on the weapon itself anyways, making the one in the corner kinda redundant.
A similiar idea to this could be to display the currently selected ability (with it's respective colour-graded cooldown) on the back of a glove, allowing you to simple look at your hands to directly see your ammo-count and your selected ability and it's cooldown.
I don't know if it's something you want, just an idea I had to make the UI cleaner and the look of the game more unique..
Anyways, keep the great work up!
thanks for the suggestions. This is definitely something I need to try out. Sounds really cool thanks again !
it's very early in development but already highly polished! gotta appreciate those bullet shell particles. but, might be good to tone down the dash vfx and save it for a more powerful ability. anyways, excited to see more of the gameplay loop!
Yep definitely agree. The dash vfx needs changing. And thank you
Zyger go brrr! U and Dani has given me so many idéas for my games. Thank you🙏
Good progress you made in just seven days 👍
The editing and script for this video should be a role model for others
This looks super cool! I'm excited to see how this turns out!
Movement looks crisp and the visuals as well, great job
This looks FIRE!!
This looks very promising, I can't wait to see how this will turn out. One thing I didn't like is the dash effect you did, you say the dash will help the player dodge projectiles and enemy attacks, but the effect you have almost completely obscures the player's view which seems a bit counter-intuitive. So I'd suggest tuning it down a bit, and keeping it minimalistic because I feel that's what the vibe you're going with with this game.
From watching your tutorials I'm sure this is going to be something to watch :) Keep it up!
Woo, devlog! Fun game concept so far, keep it up \o/
This video low-key giving me Deja Vu ngl💀
Very underrated! So good but so unseen! Good Luck on chanel!
Great start- very polished for such an early version of the game 👍
Everything is looking great so far. Keep it up!
This looks great, I cant wait to see what's next !
This is looking really cool! Great video, love the ability :)
Its looking very promising, I am working on my first game too (on a part time basis) excited to see how this develops!
kind of wild how your shooting actually feels heavier and good than valorants where it felt like an unfinished game when I tried it out at launch 🤣
Looks like a fantastic start on the game! I really like that gun model.
can't wait!!
Your game looks amazing! Can't wait to play it!
this looks soooooo clean, well done! >:D
ayy! been a while
glad to see ya back! the project ended up pretty cool so far!!
edit: not been a while, youtube just didn't send me any notifications from you for a solid year or so
I like seeing ur process, good work
Love your setup :)
NICE. And thank you for showing that your using assets and you make some alteration on the material to make it yours. A lots of dev thing that using a assets is a sin.
Nice video and keep it up
after a dash it should speed up the player for a few seconds to show the increace in momentum loved the devlog though!
thanks for the suggestion great idea
impressive for the short time i hate coding and fixing new code bugs ceep up the good work!
Looks great! I’m also looking to be a video game programmer. Keep up the good work!
The game looks really pretty! Nice job😁
wish you good luck Hardworking Girl!
for the third stage of the dash, you should make it able to jump in whichever way you facing, even vertically, but not downward. And also make it able so that you can jump in the air too. you could probably make this happen by tracking the mouseY and making it unable to dash at a low level, to avoid bugs.
LOVE THE GUN
it looks amazing i love the style
Thank you
you should make boxes for your game to get more abilities
what a glow up!
fps is one of harder games to create, not the complexity but your game needs to be different to others to make success or will just be a generic FPS no matter your efforts to make it good. in the 90's was the GOLDEN AGE of FPS
Looking forward to see where this goes
great video, only thing that i didnt like was I feel that the viewmodel should be offset further from the crosshair, either closer to the bottom or just moved to the right, sometimes when you jump your viewmodel will obstruct the crosshair which can get really annoying when playing, other than that it was a great video and im looking forward to seeing how it turns out
I know this is very early in development but I think the post process of the dash could use some changes because the red makes it look like the player is taking damage so I think it should be like a blue so that if the player is actually taking damage while dashing a damage vignette effect or another post process can be overlayed on top of the dash effect without confusing the player
Really impressive stuff !
Great video!
I'm just gonna take all that and recolor it thanks jk nice video I really want to get into video game development
I have seen this some where, but I don't know exactly where🤔
Look good looks good
another good video, just wanted to say that the arms and gun probebly should not be in the middle of the screen but other then that really good work
This is awesome
Very good so far, but on your ability, it should load up with the white border to see how far it is away from fully loaded. Would be a nice little touch.
Great idea
Love your Voice!
Cool!
Looks cool
you can just change the pitch in the sound effect, this way you don't need to design multiple sfx.
Make the player not be affected by time scale because it kinda defeats the whole purpose of having slow time. Look up max payne and how they did bullet time effect
how did I miss this lmao
love your vid
so i am trying to export my game to android but after some loading unity says that failure occured while executing gradle
please help me.
Looks cool, however I feel like the dash takes to long, when I think of a dash I think of fast paced. I know thats not the game that you are trying to make but I feel like the movement would look smoother if it was shorter.
So did this get abandoned or you still working on it?
remind me at devlog 2
I like the dash, the post processing and the red lights are a bit too intense and the dash doesn't look like it travels far?
Why don’t you just merge the phases into upgrades?
Wow, this is really good! How do you find the motivation to work on games? I really just create the project and next 10 minutes I exit Unity..
Wow the look great Nice progress
this game looks great! I have been wanting to make a story fps game similar to this but with more of a focus on movement. Maybe I'll be able to start something this summer?
"My name is Gabi"
Instant AOT flashbacks.
thank you for making me remember 💀
i wouldn't make the dash effect red because somebody might think they took damage
Yeah I agree defiantly needs changing
Funny thing, I’m working on something quite similar at the moment…
That gun looks big in blender but it's small in the game, how did you do that?
Zooming in? Some people are dummer than 2 year olds.
The game looks promising.The dashing vfx feels like its too much
I think that having the dash time slow coutdown on both sides is just a bit distracting. I'm sure as someone plays the game they'll get use to it but I feel like it only needs to be on a single side
It could also be fun to make the countdown diegetic somehow, maybe an interface on the gun. Or another cool way to show the countdown could be some body modification on your arm that displays it. It would kind of make sense that the way you are able to get upgrades is by installing body modifications or something and it could bring you more into the game world if there was some sort of dial or monitor installed in your arm or smth
Awesome suggestions. Just a question what do you mean by on a single side ?
@@ZygerGFX Oh yeah I kinda phrased that poorly. I think that instead of having the two bars that show up on the side to count down your slowmo time you should just have one bar on either the right or left. I think it would just make the ability more readable. And the game looks great after just one week wow!
devlog #2 when?
im getting cyberpunk vibes
How long have you been coding?
Any updates on this project?
Gabi why did you kill shasha! 😢
You spelt canvas wrong 😅 at 5:50
ah yes thank you for pointing that out, would of missed it otherwise
the game looks nice, i really like it! but i have something to say about your last videos. your voice is a bit monotonous and I can't see any kind of enthusiasm in it. i love what you are doing, it seems like you put a lot of effort there and i will love to see more dynamism?? in your videos
Gabi, Gabi, Gabi, Ga-bi
L'ami des tout pe-tit
Tourne le bouton
Le bouton tout rond
Et elle te chantera une chan-son!
Your using AI for these video visuals ?
No, I just use Premier Pro
@@ZygerGFX no but for the icons of the abilities
Im 100% not simpin rn 🙄🙄
🙄🤔
Isn't this just single player, low poly Val?
first comment
WOMEN MAKE VIDEO GAMES??
hell no