Unity FPS Movement Tutorial by Dani  |  Karlson Parkour FPS Controller

Unity FPS Movement Tutorial compilation

First Person Shooter (FPS) is one of the classic genres of computer games, and after the phenomenal success of Doom, many companies took a stab at this type of game. In this tutorial we are covering some tutorials on how to implement Unity FPS movement and some tips on how to design correctly the level.

Introduction

Today, there are single-player FPS games, multi-player combat FPS games, and multi-player cooperative FPS games, all of which can be both plot-driven and straight combat; some FPS games are problem-solving, some are stealth, and some are focused in the highest possible body count.

Creating them, although it might look easy, is in reality not trivial and requires some attention to details, from a point of view of design and developement.

In this article, we will list some of the tips of the design and a recompilation of some of the best First Person Shooter tutorials on how to create your own Unity FPS movement with Rigidbodies.

Game Design Tips for First Person Shooters

The game designer’s job in this type of game is to determine the direction of the game, create the setting, and then create the tools that allow the player to modify the game, add their own content, and replace everything but the game engine with a completely different look and feel.

Game designers have to wrestle with realism while facing the limitations of the system.

There are two types of this.

One is the type found in America’s Army, where the goal is to recreate reality well enough to be used as a recruiting and training tool. You can’t carry billions of weapons, and you can’t run across a field towards a hundred enemy soldiers and kill them with impunity. The other thing is that we’re basically trying to do the slasher genre of movies.

Every time he takes an impact, blood and flesh splatters from his body, leaving stains on the walls and floor. Bullet holes are sewn into the walls, and drums explode when hit. The most common complaint is against the realism of this latter.

Some critics link FPS to murder, and any violent act can be examined in relation to computer games. It is the job of lawyers and scientists, rather than game designers, to deal with these kinds of issues. One of the problems with game design is knowing why it is designed the way it is in order to cater to a particular market. If the game is for adults who like black comedies that deal with gruesome deaths, it is likely to require blood and flesh. If you are creating a game that hunts cartoon creatures, then you are probably wrong.

The game designer must decide on the goal of the game. Some games are about solving puzzles, while others are about gaining the knowledge needed to solve the puzzles. There are also tactical games where you choose battle drills to practice and use as needed. There are also games where the goal is to get the MacGuffin.

One of the hallmarks of FPS is interactivity. Classic examples of this genre feature computer-controlled enemies and a single player who does everything.

Later games offered a multiplayer mode where humans fight each other. Later, it became possible to cooperate in team play, and even later, computer-controlled allies were introduced, which the player could command and influence. Nowadays, first-person shooters are usually built around at least some form of online play, and many games support both single human playing with a computer and multiplayer online games.

Game designers of FPSs face, in many ways, one of the more difficult challenges. This is because they are required to create unique works that will attract attention in the marketplace in a genre that is often stereotyped and has a lot of public opposition.

Brackeys Unity FPS movement tutorial

Too bad Brackeys stopped making tutorials for unity, his, where some of the best tutorials available.

Time Stamps

00:01 Intro & Explanation

02:50 Camera Movement & Look around

4:51 Mouse Controls

11:13 Key Controls

15:14 Gravity

21:21 Jumping

Unity FPS movement by Brackeys

Unity FPS movement tutorial by Dani

https://github.com/DaniDevy/FPS_Movement_Rigidbody

A quick tutorial on how to make movement like in one of the author’s game Karlson Parkour.

Unity FPS movement by Daniel

Advanced FPS movement by GD Titans

The files for the tutorial can be found on github:

Project Files: https://github.com/Chaker-Gamra/FPS-G

Unity FPS movement by GD Titans

The EASIEST FPS MOVEMENT in Unity – Rigidbody First Person Controller Tutorial by Finn

This tutorial will show you the fastest and easiest way to make a Rigidbody character controller in Unity in only 4 minutes and 20 lines of code and be a very good entry at understanding how the controllers are done.

Unity FPS movement by Finn

In case you don´t want to code your own version, don´t forget to look at the asset store where you can also find some files

Free

https://assetstore.unity.com/packages/essentials/starter-assets-first-person-character-controller-196525

https://assetstore.unity.com/packages/3d/characters/humanoids/sci-fi/easy-fps-73776

https://assetstore.unity.com/packages/templates/fps-microgame-156015

Paid

https://assetstore.unity.com/packages/tools/game-toolkits/ufps-ultimate-fps-106748

First Person Shooters – What Is Good Level Design In An FPS by Jabbberminor

The video goes briefly about what makes the level design good in a first-person shooter, using as a base of explanation several games examples as good and bad designs when it comes to designing the level.

Do you have any question or doubt? Don’t hesitate in leaving your comment on the comments section below. For more tutorials and news check out our blog.

Game Dev Log: How to Make 3D Cube Stacker Game Buildbox Tutorial

How to Make 3D Cube Stacker Game Buildbox Tutorial + Our opinion on the ENGINE

In this article we will take view on Build Box with a Buildbox tutorial on making a 3D Cube Stacker game, and analyze our main thought on the engine.

We were thinking on starting a line of tutorials on our youtube channel, but we are not very sure about it, as the engine is still from our point of view having some slight problems.

BuildBox Tutorial

In the video tutorial, the author will teach you on how you can develop a stack 3d game with Buildbox.

It will show the ins and outs of what was created and show you how to create it yourself, so get ready.

If you don´t know Buildbox,

What is buildbox?

Buildbox is a drag-and-drop game engine that anyone can use to create professional-looking games. No coding or programming skills are required. All the tools you need to complete your game are included in the software. From adding multiple worlds, effects and animations to customizing the entire flow of your game – it can all be done in a matter of minutes. Advanced settings allow you to build levels quickly, edit individual worlds and move from one section to the next with a simple click.

Buildbox Tutorial
buildbox tutorial – Editor view of bB3

Is buildbox worth the effort of learning?

When you think about game development, most people will immediately think on Unity. Unity is the obvious choice for anyone serious about getting into game development, especially since it’s considered the industry standard (I’d heard of it before I started developing games myself).

Having used both in practice, I’d like to add that they are very different engines, offering different styles of play for different types of users. In this post, I’d like to outline the pros and cons that I’ve experienced in hopes that a productive exchange can take place.

Here are some considerations about Buildbox

Buildbox Onboarding.

Buildbox Tutorial
Buildbox Tutorial – Physics controls


The demo game helped me a lot because I could immediately see that I had improved from when I started. It was great for engagement as we were able to see firsthand what the engine was capable of and ultimately get inspired. The help panel is also very helpful in getting familiar with the user interface.

Buildbox UI.


Very clean and intuitive layout. The dark design is very nice and I like that it doesn’t try to reinvent the wheel. It pays homage to many design programs, so users aren’t too far removed from the rest of the work environment and the learning curve is short.

Buildbox performance


We’re using BB3, and since it’s fresh out of beta, we were expecting some issues, but nothing too alarming. However, I have to say that I have experienced an incredible number of crashes and lags on a variety of tasks, from simple to complex, which has significantly hindered my progress. Custom objects and somewhat more complex node mappings seem to be a particular problem. In addition, prefabs and FBXs are not available. When I have other applications open on my machine, there are always delays, and it feels like I’m skating on thin ice. If I push it too much, it goes down the drain.

Our point is that these problems are very sporadic. Sometimes one day it crashes and the next day it doesn’t. Is there something in between that might not be working properly?

The game engine has a good visual quality and you are able to draw some interesting effects or visual, but from our point of view with more hardwork than with other engines.

Also, at some points in the development, the engine sometimes become slow, and starts to really draw on the CPU.

Buildbox support.


There is a support email address that we’ve used before and received a pretty good response given the size of the team. However, for the features we wanted (at least the ones that aren’t available yet but were communicated to the team as feature requests)we didn’t get the results we were hoping for – Youtube has some top notch tutorials, but unfortunately this forum we found to be a pretty lonely place.

Most frustratingly, the support documentation is very neglected. We found the introductory template at best slightly expanded without covering the intricacies of BB3 or the various nodes and actions. It is also very frustrating that the new features added in the latest version are not highlighted. With such a small team and a new product, I guess it’s a matter of resources, so there’s certainly some wiggle room, but I don’t like having to estimate half the work in a company.

Convenience of Buildbox


Buildbox stands out mainly because of its node approach. It’s very convenient to build this way, and if you have experience programming, the ability to refine the code is cool (if only I knew enough). A more detailed help wizard for the advanced sections and input fields would be great.

The user interface complements everything and is very intuitive, which I think makes sense for people who value visual elements (which I think is most of BB3’s target audience). The lack of auto-save should mitigate instability. We would also like to see a preview directly on the device in real time, rather than having to package it each time. This would not allow for a speedy workflow. Assets with animation demos are great, but I would love to see an asset store with BB and third party shapes/objects/materials/rigs/nodes etc. to inspire creatives to work on the BB platform and create interesting new revenue streams for BB Wouldn’t this be a possibility

Buildbox tutorial – Example of a game made with BB

Cost of Buildbox.


There are several pricing options for BB, that starts with a free version and that can go up to 499$ per year. The middle option called “Plus” subscription ($19.99/month or 189.99 yearly), which seems an interesting pricing granularity and somewhat expensive.

The free version won´t let you add the monetization elements

  • Custom Ad Networks
  • In-App Purchases

The export size will be limited to 2G, and you will only receive 30% of the revenues of the game in case you sell it.

Our overall impression.

We really liked the Buildbox’s approach, look, and direction.

It would make sense to update the documentation with each new release to cover new features fully and clearly, so that we can work more freely and rely less on aftercare and support. This would ultimately help reduce the growing frustration on this forum.

Also a better support of the commmunity, would probably be a good idea, as an engaged community can help tackle any problems with the documentation of the lack of support from the manufacturer.

In terms of business expansion, the free option (albeit with limited functionality) is interesting, but it has too many limitations toward actually grow a business from it, as you will get only a 30% of the revenues of your game, which is way to low, especially when you compare with other game engines out in the market.

What are your thoughts on buildbox? Leave them in the comment section. Check our blog for more interesting articles and tutorials.

Business Of Loving

Business Of Loving Adult Game

What is the Business of Loving?

Business of Loving is a NSFW visual novel of love, lust that follows the journey of a young unpaid intern, trying to make it in the biggest company in the city, Business Inc! The hero not only have to balance his  life dealing with his grueling boss Kimberly, but also have to balance home life with his single mother Lorraine, as well as find other part-time jobs with various other bosses to pay rent on time, such as Lily, the sweet gardener and Ramirez, the novice police officer. He will uncover a scandal of dirty lies and kinky corruption as he slowly make his way to the top of the business empire!

 

Business of Loving

The game is really interesting from an adult visual novel point of view, but you have to be warned that it touches some aspects that can be shocking for most of players ( taboo contents). A part from that, the way the game unfold the different storylines is interesting because it doesn´t punish failure and allows you to discover each line of development at your own pace.

Once a main storyline has been engaged, then unless you have saved the game at a previous timeline, you will not be able to go back on your decisions and you will be locked on that branch.

 

Ren’py visual novel builder

From a point of view of game development, the game seems to be developed with RENPY  a visual novel game builder that allows to easily develop visual adventures of any style.

Highway Blossoms, the tale of two girls’ epic road trip through the American southwest.

 

Ren’Py has been used to create over 4,000 visual novels, games, and other works. You can find Ren’Py visual novels at the Visual Novel Database, and games made with Ren’Py on Itch.io and Steam.

 

 

The Business of Loving game can be downloaded from

itch.io

 

The Author of the game has disabled the video playing from external sites to youtube.

youtube source