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(1 edit)

I think you meant this right?

Very thorough as normal, thanks for looking at it again. And yes, it’s been nearly a decade now.

ZQSD

It’s so someone with an AZERTY keyboard can play without rebinding. The keys aren’t doing anything else so I figured “why not”?

Who doesn’t like auto-reloading.

Me.

VSync

I dev on Linux and have VSync off on the desktop itself. On Linux there is no such thing as “Exclusive” fullscreen, it’s always a borderless window so I’ve set up Windows to match. If exclusive allows you to have a different VSync setting then I may as well add the option at some point. Does Windows (or your GPU driver) not allow you to just turn off VSync on the desktop? Because that would annoy the shit out of me just trying to use Blender and Krita let alone play an FPS.

Damage Mitigation

Every hit adds a tiny amount of stun and if you continuously full-auto the SMG into one enemy you stun-lock them. For multiple enemies in enclosed areas there’s a bunch of AoE options including the alt-fire on the Shotgun which adds a bunch of stun and some knockback. I’m also making enemies intentionally bad at dealing with circle-strafing so that you can use it in more open areas later.

Exploring

I’m starting to add a bunch more pickups which will be good candidates for goodies. There will also be a proper secret system for places like the Rocket Launcher but I need to pick a good way to convert the processed BSP meshes placed in Trenchbroom back into convex volumes to use for collision checks.

What’s with the Cactus?

lol. I do want it to damage you if you run into it but that’s a low-priority thing.

The Plasmagun

It needs some more effects on its alt-fire. It’s meant to be an EMP blast that adds a lot of stun but only to synthetic enemies. I totally forgot you could use it to jump higher. I’ll add some secrets that require that.

Weak points

There’s no weak points on the enemies. At least not for now, though I’ll be adding some bigger mecha enemies that will definitely have something. And I want to add a railgun as well that can instakill with headshots like in UT.

Crouch height

That’s good point about the tables, I didn’t even realize the one up in the apartments would allow you to fit

Rocket Launcher alt-fire

Enemies will have explosives eventually too so I’ll add some flashing lights or something to it.

Shotgun

That pickup spot is cursed, even I walk past it constantly. This level is going to be closer to the middle later so it probably won’t be so bad.

Fade out debris

I disagree with the disappearing casings, it shows you where you’ve been which is a navigational aid. That said they do actually disappear, but it’s because there’s a pool for them and they only fade out to make room for new ones.

Collision near triple-plane intersections

Bullet Collision is responsible for me having grey hairs and I’m putting off looking at it again. Steps were much more buggy before and I’m glad I finally fixed that at least.

Need more stuff

I’ve been wallowing in engine-dev-hell for years but now there’s very few things left to do and I’m focusing much more on new content. The intention this year is to have one new level, a new enemy or weapon, and some more pickups in every Demo Day. Preferably more obviously but you know how it goes

(+1)

Oh yeah sorry for goofing the link. 😅 And thanks for sharing the info

Windows does (and should) have vsync by default. All games should have an Exclusive Full Screen option! Not only does it bypass OS vsync but it avoids other issues with having to share drawing between other windows, basically just maximizes frame stability. Obviously, some people prefer the borderless window option too.

Regarding the damage avoidance issue, my recommendation is to create some levels or level segments that are more challenging, and playtest those thoroughly (especially with people who don't have preexisting knowledge of all the subtleties of the mechanics). Putting players up against more challenging scenarios will do more to reveal weaknesses in the design that are easier to overlook when the player isn't in much danger of dying. This is the core of the game so critical to get it right (the rest of the game feel is already feeling great).