The player lost their right hand along with the weapon, then picked it up with the left and kept fighting.
#immersivsim #indiedev #solodev #screenshotsaturday #boomershooter #psx
Posts by Arcane Resonance
You can hit enemies in hard-to-reach places with indirect grenade launcher fire.
#indiedev #solodev #screenshotsaturday #boomershooter #immersivsim #psx
It was his first day at work.
#indiedev #solodev #screenshotsaturday #boomershooter #immersivesim
In my game you can knock the weapon out of your enemy's hands. Or shoot their hands off.
#indiedev #solodev #screenshotsaturday #boomershooter #immersivesim
And yes, of course, this is all very much a convention within the game. It is unlikely that we can talk about real physical reliability here =)
I'm also interested in this direction! The funniest thing is that I didn't specifically program this bullet behavior - it started happening automatically when I added the space-time singularity effects for the bullets. Next, if I have enough time, I want to make a spherical wormhole portal.
Black hole effects again: Projectiles approach the singularity, slow down, and enter orbit due to local time dilation.
When the black hole disappears, they shoot off again.
#indiedev #solodev #screenshotsaturday #boomershooter
What I wanted most was for them to feel like more than just a visual effect, but like a real connection between two places in the world. It took quite a bit of work to make the transition function correctly.
I made physical portals in my game, similar to Portal. They will connect both different parts of one large location and completely different worlds.
#indiedev #boomershooter #immersivesim #portals #gifsunday
Sniper rifle shooting (this is a temporary model from net)
#indiedev #boomershooter #immersivesim #fyp #screenshotsaturday #gifsunday
Antigravity ability - the player can make objects and enemies weightless. In the video, the enemy can’t move properly in zero gravity.
#indiedev #boomershooter #retrogaming #immersivesim #fyp #antigravity
Plasma projectiles ricochet and split into smaller projectiles.
#indiedev #gamedev #boomershooter #retrogaming #immersivesim
Ballistics in my game include ricochet, material properties, and gravity. Shotgun shots ricochet and can be fall down by gravity.
#indiedev #gamedev #boomershooter #retrogaming #immersivesim
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.
#boomershooter #indiedev #retrogaming #immersivesim
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.
#indiedev #immersivesim #boomershooter #minigun #quake2
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?
#boomershooter #indiedev #gamedev #retrogaming #screenshotsaturday #immersivesim
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...
#indiedev #boomershooter #immersivesim
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.
#boomershooter #indiedev #retrogaming #indiegame
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.