Sniper rifle shooting (this is a temporary model from net)
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Antigravity ability - the player can make objects and enemies weightless. In the video, the enemy can’t move properly in zero gravity.
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Plasma projectiles ricochet and split into smaller projectiles.
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Static path trails to debug bullet trajectories.
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Ballistics in my game include ricochet, material properties, and gravity. Shotgun shots ricochet and can be fall down by gravity.
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So my vacation is over. I've started putting together a gameplay demo build. It features the first enemies, with basic AI (is smart AI really necessary?), and a new weapon with plasma cluster granades. It can create a real hell in confined spaces.
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I've decided on the overheating mechanics for my immersive sim in boomer shooter style. Overheating still increases the overall spread of projectiles and adds brief interruptions to firing.
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Thanks for the detailed answer! Yes, the arc idea seems interesting. Yes, I did differences in damage types - there are critical zones (like the head), normal zones, and reduced-damage zones, as well as separate highlighting for damage absorbed by the force field. And separate healing values.
Thanks for the feedback! That's an interesting idea, I might try something similar. Yes, there aren't enough sounds here - I'm not finished with the sound creation for the game yet =) The same applies to music.
Black Hode effect update.
I tried to improve the black hole effect a little, does it seem better?
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I would be grateful if you show me an example where this looks good.
Hi! What do you think about showing damage dealt? The sounds are just tests - I'll change or remove them. I’m thinking about character implants -one of them could display enemy health and damage dealt. But I’m not sure if that would break immersion...
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But I'm not sure this is really necessary - won't it break immersion?
The overheating lock was the first feature I implemented, but I disabled it because I thought it might be annoying for players. The damage reduction still needs some thought. Currently, damage is based on the bullets’ mass and velocity, while plasma damage is constant. Gameplay testing is needed! =)
The decrease in accuracy effect due to overheating.
The difference may not seem significant, but it's very noticeable when shooting accurately at distant targets.
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That's right! This video demonstrates the decrease in accuracy due to overheating. The difference may not seem significant, but it's very noticeable when shooting accurately at distant targets.
Perhaps I'll think about how to make this more interesting and less annoying for the player. In my experience, a weapon locking up for a long time when overheating is very annoying. I don't know of any games that implement this well.
It's a very fine line. Unnecessary mechanics can ruin the experience of the game, or they can become the core idea. It's really difficult to find the right balance.
That right! This is the overheating mechanic! I already implemented it: in the first version, firing was blocked for a while until the barrel cooled down. But a little later, I decided not to limit firing, but an overheated barrel suffers a penalty - accuracy is significantly reduced.
By the way, it's a great idea to add a fear mechanic to enemies when they're being shot at with a powerful weapon!
I can boost gun impulseand the flight will be fast.. How can I use this? For example, to reach an inaccessible part of the map or find a secret. I'm still debating whether I should keep this mechanic.
How about using the minigun gun for flight?
I just added a bit more recoil, and now the light character can fly. O.o. Should I leave it as is?
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Regarding steam. Even without taking into account that the main character is not a carbon life form, I don't think there it should be got any serious damage. I have experienced quickly cooling red-hot iron in water - the steam isn't that much and it's not particularly hot to cause serious damage.
I need to calculate the density of water during rain and how quickly the rain will affect the plasma projectile depending on the distance... If it is havy - I can reduce the damage depending on the distance between the shot and the impact.
That's a very good question, I haven't thought about it yet. First, I should implement rain =)) I will think about what will happen... On the one hand, I don't want to limit the player too much to weather conditions. The pool of water is localized, and rain is falling everywhere.
I am working on the first map to gameplay demo.
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Immersive Retro FPS Water interaction:
Water stops any plasma projectiles and lets you quickly cool down your overheated gun. What else could it be used for?
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Black hole impact in my retro Half-Life inspired FPS game:
The projectiles approach the singularity, slowing down and entering its orbit, lasting significantly longer due to the dilation of their local time. After the singularity disappears, they disperse.
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