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(+1)

Graphics are good.
Combat feels fine, shooting is juicy enough.

Just a couple of notes...

Couldn't respawn with a key so I had to restart from the main menu.

You could make it so that if you press the "Shoot" key when you are out of mag ammo but still have reserve ammo the player automatically reloads instead of dry firing, could be an option in the settings menu. 

When you run you could make the player pull her arm back a bit so there's more of a difference in your viewport when running vs. not running.

Jumping while running feels off, like as if the velocity resets every time.

Items that aren't guns, like food, clip into the walls if you get close enough which is weird since guns are exempt from this.

In "Level 1: Peaceful" I don't what's going with that opening in the canal that requires you to jump to enter, it's very inconsistent. Some times jumping normally allows you to enter but most of the time it wouldn't, I tried crouch jumping (crouch before jumping) and only crouching mid-air worked consistently. The hallway was too dark so I couldn't see anything (a flashlight might be useful) and the first time I just assumed that opening at the end was I window so I gave up when I tried to reach it but couldn't only on my second attempt I realized that you had to jump and crouch to get inside it.

I also noticed that enemies can hurt each other after one of them walked in front of another one that was attacking only for him to get instantly popped by his mate, pretty good.

Couldn’t respawn with a key so I had to restart from the main menu.

I skipped this to save a little time, I didn’t think it was important enough. In the full game you’ll want to load a save anyway.

You could make it so that if you press the “Shoot” key when you are out of mag ammo but still have reserve ammo the player automatically reloads instead of dry firing

I had this in Ctesiphon but I always play without it. This being more of an imsim I’m going to resist adding this option to make shooting feel more deliberate and encourage other options.

When you run you could make the player pull her arm back a bit so there’s more of a difference in your viewport when running vs. not running.

She does already but it is pretty subtle. I tied it directly to velocity to keep it simple but pulling it too far can look janky if I don’t smooth it so I didn’t bother. Something for the full game.

Jumping while running feels off, like as if the velocity resets every time.

This actually started as bug but I’m probably going to end up keeping it. In mid-air you have your full sprinting acceleration but it’s counteracted by vertical velocity too and I boosted Mokoto’s sprint speed compared to when I first set this up in the engine and so it causes you to slow down. I have an idea for this in the full game though that different cyberlegs can affect how this mechanic works to unlock stuff like bhopping and strafe-jumping.

Items that aren’t guns, like food, clip into the walls if you get close enough which is weird since guns are exempt from this.

Could you share a screenshot of this? It doesn’t happen on my machine and they’re both rendered in the same code block, buffered into a renderpass that gets processed after a depth clear so there shouldn’t be any z-buffer interaction at all.

In “Level 1: Peaceful”

Yeah that level’s a mess, it’s a cut down version of my testing level for the collision system. It’s more a curiosity than an intentionally designed place. I might put in some time to polish it up later but it’s a very low priority.

I also noticed that enemies can hurt each other after one of them walked in front of another one that was attacking only for him to get instantly popped by his mate, pretty good.

They will absolutely kill each other after friendly fire even if the first shot doesn’t kill. Just don’t interrupt them after they start shooting each other or they’ll put aside their differences again, lol. I was going to add an extra trace to check for friendly fire before opening up but this was funnier. In the full game I’m going to make the behavior faction or character specific.

Thanks for trying it out, I got a good feeling about this one.

Could you share a screenshot of this?

Sorry for the low quality, 3MB limit. It might be hard to see but guns are completely unaffected by clipping.
Also a quit button in the pause menu might be nice.


Oooh, y’know I think I know what it might be. The first-person renderpass is flagged for sorting but I don’t think I’m setting any sort values for the commands so the order will be whatever the built in qsort defaults to for resolving draws.

I’m going upload a new build in a few minutes could you try it out and see if that’s fixed?

I’m going upload a new build in a few minutes could you try it out and see if that’s fixed?

v2.4.7? Just tried it and the clipping is the same. 
Sorry but I'm going to bed right now so I won't be able to test any build until tomorrow.

Yeh, I’ve uploaded v2.4 again with sorting entirely disabled on the first person renderbin as it really isn’t doing anything. But if that still doesn’t fix it then there must be something much weirder going on.

(+1)

Sorry for the late reply but it's fixed now in the latest release. There's no more clipping.