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Velocity – Dev Blog

By Krishnamohan Yagneswaran
Games Blog

Velocity – Dev Blog

Velocity is a fast-paced, sci-fi themed parkour shooter game developed by Krishnamohan Productions. The game is being built in Unity with a clean, low-poly aesthetic and emphasizes fluid movement, vertical traversal, and reflexive combat.

Currently, Chapters 1 and 2 are complete and available as a playable prototype. You can download it now on Windows, macOS, and Linux.

Chapter 3 is now in progress and focuses on introducing full FPS shooting systems, AI enemies, and combat mechanics. The gameplay is evolving from parkour-only traversal into dynamic, shoot-and-run engagements across large vertical maps.

🎮 Download Velocity on Itch.io

🛠️ Chapters 1 & 2 – Core Systems

The first two chapters of development have laid the foundation:

  • Movement system: wall running, ledge grabs, vaulting, and momentum-based dashes coded from scratch using Unity’s Character Controller and Rigidbody systems.
  • Level design tools: modular environment kit created using low-poly assets (some from the Unity Asset Store, others custom built).
  • Camera & controls: first-person controller with smooth mouse look, camera shake, and field of view (FOV) transitions.
  • Sound & feedback: placeholder audio for jumps, landings, and sliding using FMOD integration for future audio mixing control.

The prototype level includes a short test map to demonstrate momentum chaining and vertical traversal through stacked buildings and broken terrain.

🧪 Design Challenges

One of the biggest early challenges was building a parkour system that “feels right.” Unlike linear shooters, Velocity needs to support improvisation and spontaneous movement choices. That means designing:

  • Movement logic that adapts based on player speed and momentum
  • Collision detection that doesn't punish vertical play or ledge approaches
  • Player input that reacts immediately but also supports chaining actions (wall → vault → dash)

This was achieved by blending raycasts, trigger volumes, and input queues, along with adjusting Unity’s physics material friction and bounce settings. It’s still a work in progress but very playable.

🎯 Chapter 3 – Combat & Enemies

With parkour movement mostly functional, Chapter 3 aims to introduce FPS mechanics without breaking the flow of movement. Key goals include:

  • Weapons: build a basic gun system with shooting, reload, aim spread, and animations
  • AI Enemies: create simple humanoid enemies using NavMesh agents, patrol logic, and line-of-sight awareness
  • Health system: both for player and enemies, including regen and UI indicators
  • Combat flow: enemies placed in a way that encourages motion — never camp-and-shoot

The vision is for a hybrid shooter where movement is not just possible, but required — where parkour is your defense and offense.

📦 Assets & Tools

Velocity uses a mix of free and premium assets from the Unity Asset Store, such as:

  • Low Poly Environment Pack (used for modular buildings)
  • Stylized FX pack (for trails, dashes, etc.)
  • Simple UI elements for health bars and crosshairs

All core systems like movement, camera, shooting, and physics were written by me in C# using Unity’s built-in systems — no third-party controller frameworks.

🔍 What’s Next?

Here’s what I’m currently working on:

  • Finishing FPS weapon mechanics (recoil, reloads, bullet impacts)
  • Adding dummy AI enemies for testing player damage and evasion
  • New prototype level for combat testing — taller structures, cover, rooftops
  • Better UI feedback: damage indicators, objective markers, etc.

Once Chapter 3 is playable, I’ll update the itch.io page and maybe start doing gameplay videos or a trailer.

📣 Community & Feedback

If you’re into indie games, Unity dev, or parkour shooters, I’d love your feedback. Whether it’s control feel, bugs, level suggestions, or features you’d want — everything helps me improve.

Drop a comment on the game page, or reach out on social media. I’m especially open to testers once Chapter 3 hits.

💡 Closing Thoughts

Velocity is still early, but it's shaping into something unique. Combining high-mobility traversal with reactive combat is a design challenge I’m enjoying deeply. As a solo developer, every chapter is a chance to learn more about Unity, game feel, and interactive storytelling.

Thanks for reading. Download the build, try it out, and stay tuned for Chapter 3.

— Krishnamohan Yagneswaran

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