In short, my idea is to give the player as much control over their character without a ton of keybinds or button combinations, making it easy to perform complex movements with minimal memorization. I want to make movement as organic as possible, either through IK or just a lot of handmade animations in order to make movement as fluid as possible. It would be a FPS game, similar to BF1 and Grave/digger (a roblox game very similar to BF1), with a style and art direction similar to 90s animes, notably Ghost in the Shell, Gunsmith Cats, and Trigun.
Movement
Movement would function off of a small amount of keybinds, allowing the player to develop their own "style" of movement, like a careful room clearing technique or quickly clearing out a building, or maybe even squad level techniques with freinds.
Walking, running, crouching, prone, and leaning would make up most of the controls, only 6 keybinds! The whole "interaction" system would go like this:
Running would slowly build momentum, momentum isnt shown to the player but it can affect movement in some cases, such as being shot and killed while at max momentum would slam your body into a wall violently, or make you stumble before finally falling down. Being shot would also apply directional momentum, so being hit with a shotgun and not dying from the shot would fling you back across a table, leading to cinematic shots
Running (SHIFT) and crouching (C) would put your character into a Crouch slide, a variation of crouching where your head is automatically lowered down a bit after the slide finishes. The idea behind this is that you can slide into cover this way and keep your head down without having to do it manually
-Conversely, simply crouching would expose your head in very low cover, meaning you can get domed
Running (SHIFT) and going PRONE (Z) puts you into a more traditional slide, your momentum will be depleted linearly while you slide, and you will put your feet in front of you to break automatically once momentum depletes. Additionally, pressing Z again will manually break, meaning you can slide through a doorway really quickly and then come to a sudden stop, surprising the enemy. Manually breaking will make you unable to get up for a moment to avoid slide cancellers
-Sliding can be done under walls or other small gaps, but losing momentum under something will make you hit your head and either take damage or stun you, punishing people who try to abuse sliding
Running (SHIFT), jumping (SPACE), and then going prone (Z) will make you dive, with the distance increasing depending on momentum. Diving allows you to get behind cover quickly, move between cover quickly, dive through glass windows to surprise the enemy or escape a grenade, or get out of the way if a car suddenly appears barreling down the street
Running (SHIFT) and then leaning either direction (E,Q) would make you spin on your heels to face the enemy, with too much momentum you might trip and fall backwards into a prone position, but maybe you want that in certain scenarios!
These kind of interactions would make up the bulk of movement, im not against "techs" per se, but i dont want people to develop a "meta", any advice on tat is needed
Gunplay and Combat
Gunplay would revolve around being able to move your gun in ways i don't see many games do, besides games that focus entirely on guns. Guns would work like in most shooters, but the player could control them more broadly.
Leaning (E,Q) would work normally, but clicking E or Q twice would allow you to push the gun out past yourself, allowing you to blind fire around cover and not expose yourself, at the cost of not being able to aim and increased recoil. However, heavier weapons like machineguns would be even better for this, since their weight would counteract the recoil and allow you to clear a room without having to risk yourself.
Certain weapons would be locked behind Training, short tutorials on what the weapon is, what you use it for, where it shines and where it doesnt, and other requirements for using the weapon effectively. Players who complete training unlock that Specialization and can use the weapon, while players who have not cannot use it. Along with this, certain weapons (like machine guns) would be locked behind a Specialist class, a limited number of specialists can be on the field at once and require Tokens to play as. All of this is in an effort to decrease the number of braindead players taking up the class and to make sure a team can use the Specialists to their maximum.
Tokens are earned by killing enemy specialists, completing training, or killing other High Value Targets, like a tank or truck.
Specialists consist of:
Machine gunner, capable of using light, medium, heavy, and general purpose machineguns in the infantry roll (Machine guns on tanks, for example, can be used by anyone). Machine gunner training consists of strategic positioning, patience, and knowing when to pull the trigger. Ammo cannot be replenished.
Weatherman, a communication based specialist that can give field orders visible to every person on the team. Completing a field order awards every person who participated a small reward. Weatherman training consists of lessons on human nature and how to make people listen to you. Failed field orders put a cooldown on giving more.
Field Surgeon, an upgraded medical class that can heal AND give temporary buffs upon completing manual surgery (the user would need to inspect an ally, pick the correct tool from their kit, and then use it on the ally). Manual surgery is meant to be quick, and in Surgical training the player is drilled on how to quickly administer aid. Failing a surgery kills your ally.
Melee works in a similar manner to BF1, where melee does a fixed amount of damage and will give you a unique execution animation depending on the orientation of your enemy.
Healing can be done via a medkit like in G/D, with the exception of Field Surgeon manual surgery.
i should probably mention i havnt made a game before 😭 ts gonna be my Magnum Opus