Skip to content

atherisgone/TPS

Folders and files

NameName
Last commit message
Last commit date

Latest commit

ย 

History

27 Commits
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 
ย 

Repository files navigation

Gun Feel (TPS)

A third-person shooter prototype built in Unreal Engine 5.3, focused on tight shooting feel, responsive gunplay, and short tactical rounds in a compact arena-style map.

This project was developed as a portfolio piece, prioritizing player satisfaction while shooting over feature breadth.


๐ŸŽฏ Core Concept

Gun Feel is a round-based third-person shooter inspired by the pacing and tension of games like CS, reimagined from a third-person perspective.

  • Small, readable map
  • Short, repeatable rounds
  • Fast feedback on every shot
  • Minimal mechanics, maximum polish

The goal is simple:
every shot should feel responsive, impactful, and intentional.


๐Ÿ”ซ Key Gameplay Features

  • Third-Person Shooter Camera

    • Over-the-shoulder framing
    • Camera lag and smoothing for weight and control
  • Hitscan Weapon System

    • Line trace-based shooting
    • Camera-aligned aiming
    • Immediate hit feedback
  • Round-Based Gameplay

    • Enemies spawn in rounds
    • Clear win / lose conditions
    • Short session design
  • Combat Feedback (Game Feel Focus)

    • Muzzle flash and impact VFX
    • Camera shake on fire and hit
    • Hit sounds and visual confirmation
    • Fire rate control to prevent spam

๐Ÿ› ๏ธ Technical Details

  • Engine: Unreal Engine 5.3
  • Framework: Blueprint-only (no C++)
  • Perspective: Third Person Shooter
  • Weapon Type: Hitscan (Line Trace)
  • AI: Simple enemy logic (move โ†’ shoot โ†’ die)
  • Scope: Single small map, single weapon

This project deliberately avoids overengineering (ADS systems, loadouts, progression, multiplayer) to keep the focus on core shooter fundamentals.


๐Ÿ“Œ Design Philosophy

This project follows three strict principles:

  1. Feel over Features
    A small system that feels good beats a large system that feels unfinished.

  2. Clarity over Complexity
    The player should always understand why they hit or missed.

  3. Polish over Scale
    One map, one weapon, refined until it feels solid.


๐ŸŽฅ Gameplay Highlights

Over-the-Shoulder Aiming

Responsive camera alignment with controlled shoulder offset and camera lag for stable aiming.

OTS Aim


Hitscan Shooting & Hit Feedback

Line trace-based shooting with immediate visual and audio feedback on impact.

Shooting


Over-the-Shoulder Movement

Smooth third-person locomotion tuned for shooter pacing and camera clarity.

OTS Run


๐Ÿšง Current Status

  • Core shooting mechanics implemented
  • Damage and hit feedback working
  • Enemy placeholders active
  • Ongoing polish on gun feel and pacing

๐Ÿ”ฎ Planned Improvements (Post-Prototype)

  • Basic reload mechanic
  • Improved enemy behavior per round
  • UI polish (round counter, health)
  • Additional visual feedback on hits

This project is part of a focused effort to build strong gameplay-first portfolio pieces.

About

Counter-Strike inspired third-person shooter

Topics

Resources

Stars

Watchers

Forks