Feeling powerful
summary
Examines exactly what makes shooters feel powerful, with concrete Unreal Engine edits that change feel in a few lines of code: swapping ground vs air damping to enable longer airborne momentum, reproducing quake-style strafe-jump/bunny-hop exploits, and adding recoil, muzzle flash, tracers, impact decals and knockback so hits read as damage. Shows the Doom super shotgun as a nine-frame super shotgun example of high risk–reward design, and cites Mercy’s Guardian Angel momentum becoming an intentional mechanic.
AI-written summary · about
chapters (8)
- 0:00Introduction and background
- 4:25What makes a shooter feel good
- 11:15Movement feedback and momentum
- 15:12Custom movement in first-person games
- 19:13Jump strafing and bunny hopping
- 26:12Weapon feedback and iconic guns
- 32:09Key takeaways for game design
- 34:55Q&A and closing
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