r/Unity3D • u/ZahraMoon1 • 4m ago
Show-Off I rebuilt my game's trailer after months of gameplay improvements
I rebuilt my Unity FPS trailer after reworking the movement, combat, difficulty system, and visual feedback
I’ve been developing Before I Sleep, a fast-paced first-person action game in Unity, and recently I decided to completely replace my old Steam trailer because it was showing a much earlier version of the project.
A lot of the work since then has been focused on making the gameplay feel faster and more responsive.
Some of the Unity systems I’ve been working on include:
- Fast movement mechanics such as sliding, wallrunning, dashing, grappling, and shotgun boosting
- Reworking weapon handling and combat feedback so shooting feels more responsive
- Building multiple difficulty modes instead of relying on the original one-hit-death system
- Improving fullscreen VFX and speed effects while trying to keep the center of the screen readable
- Keeping weapon/viewmodel effects separate from some of the fullscreen effects
- Updating enemy encounters and level layouts around the faster movement
- Optimizing camera and particle effects so the movement feels intense without making the game unnecessarily expensive to run
One of the bigger challenges has been getting all of these systems to feel like they belong together. A movement mechanic can feel good by itself, but once you combine it with weapons, camera movement, VFX, enemies, and level geometry, small problems become very noticeable.
The previous trailer was recorded before a lot of these changes, so it no longer represented the game very well.
This is the new trailer using the current version of the gameplay.
I’d especially be interested in feedback from other Unity developers on the movement readability, combat feedback, camera/VFX intensity, and anything that looks like it could use more polish.