I’d also buy it. This submission needs reconsidering. For people who aren’t sure of the importance or relevance; you will not make a serious first person game without at least considering the implications of these movement techniques. It might not be hugely important for proof of concept games that can rely on the basic default movement, but any type of competitive FPS or movement based game (any parkour style games, any FPS with jumping or midair movement, precision based ground movement etc.) really needs it.
The default mode of movement and air control is just one method / implementation and it isn’t as good as this type. If this was made the default (with this type of ground strafing and air control) all games developed in the engine would be improved. I haven’t used this particular implementation but from the videos and description it seems like it addresses the problem. The UE4 games I’ve tested that use the default movement feel very sluggish, and I’d imagine anyone who has ever played quake / counter-strike / half-life for any serious length of time would feel the same.
http://reddit.com/r/arenafps Take a look in the sidebar of this subreddit. All of these are FPSs developed with some seriousness / competitive nature involved. You won’t find a single one of them that doesn’t implement some of the techniques from this submission because they just couldn’t work with the default / basic movement mode.
I’m bias towards the type of game, but the same applies to third person games or flying games etc.
I’m unsure why it wouldn’t be accepted considering the responses. I count 10 sales already from this thread.