Arcane Resonance
arcaneresonance.bsky.social
Arcane Resonance
@arcaneresonance.bsky.social
I am a solo indie game developer. This is my immersive retro FPS project, inspired by Half-Life and built in a boomer shooter style.
My youtube channel: https://www.youtube.com/@arcanumrifts
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.
January 12, 2026 at 3:21 AM
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.
January 12, 2026 at 3:02 AM
I would be grateful if you show me an example where this looks good.
January 9, 2026 at 7:48 AM
But I'm not sure this is really necessary - won't it break immersion?
January 9, 2026 at 6:06 AM
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! =)
January 6, 2026 at 7:19 PM
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.
January 6, 2026 at 9:02 AM
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.
January 4, 2026 at 9:23 PM
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.
January 4, 2026 at 9:21 PM
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.
January 4, 2026 at 9:19 PM
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!
January 4, 2026 at 9:14 PM
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.
January 4, 2026 at 9:13 PM
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.
December 30, 2025 at 4:15 PM
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.
December 30, 2025 at 4:14 PM
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.
December 30, 2025 at 4:14 PM