Nick Fife is looking for game design work!
gameswithfife.bsky.social
Nick Fife is looking for game design work!
@gameswithfife.bsky.social
Bonus Dad to an amazing little human. Former Contract Level Designer @hyporealgames. Bar & Grill manager more often than I'd like. Writer. Queer. I talk about games, pop-culture, and sometimes politics. He/him.

www.gameswithfife.com
IDK what even are years?

Long time no see man, hope you've been doing well!
November 22, 2024 at 9:06 PM
I've been informed this is just playing D&D over the age of 30.
October 23, 2024 at 5:13 AM
I wanted it to feel unique compared to projectile weapons. But it's just not right yet.

Going back to a longer charge time, and doing what you're suggesting might help fix the feel of it.
September 21, 2024 at 7:18 AM
That's a good point! The laser is on its second iteration and I'm still not happy with it.

Right now it's just a rapid fire line renderer that deals fractions of a point of damage every frame that it detects a hit. When the damage adds up to a point it applies that point of damage.
September 21, 2024 at 7:17 AM
If the player hesitates, or hits a wall at a bad angle those turrets will light them up pretty well already and I have the machine gun turrets rotating just barely too slow to keep up with the player well.
September 21, 2024 at 7:04 AM
I've been thinking about that, but I'm not sure I want to yet? I'll probably save the decision until after the next round of playtesting. A lot of the dynamic I'm trying to create in the game (especially with the turrets) is a feeling of "Gotta keep moving!"
September 21, 2024 at 7:03 AM
Plus some behind the scenes work like using object pooling so each time a bullet is fired it doesn't have to be created and then destroyed on impact. Instead they're pulled out of a pool of bullet objects, and just set to inactive on impact.

It makes a huge difference in the game's performance!
Project Onyx Progress update 3
YouTube video by Nicholas Fife
youtu.be
September 21, 2024 at 6:07 AM
Having a lot of different playtesters helps me find issues and make my game project the best it can be. I appreciate anybody willing to help me out as I work on developing my game!
July 3, 2024 at 10:21 PM
You need a PC to play it on and I'll send out an email with instructions. It should take between 5 and 10 minutes to play through both of the levels. Or 15 - 30 minutes if you decide to test all 3 ship designs for me. Then after you play I'll just need you to fill out a feedback form for me.
July 3, 2024 at 10:21 PM
Playtest feedback helps give me perspective on what is working to make the game more fun for people, and what I should maybe reevaluate. So it's highly appreciated!

3/3
June 29, 2024 at 6:46 AM
If you haven't already offered, but would like to participate let me know! I'm anticipating it taking 5-10 minutes to play through the game with a single ship design or 15-30 if you want to play both levels with all 3 ships. Then I'd just need you to fill out a survey to give me feedback.
June 29, 2024 at 6:45 AM
Hey, I guess I can say that now, and people on bluesky DO actually have a way of messaging me privately. Wild! 😂
June 6, 2024 at 2:39 AM
If you'd like to be a play tester and haven't already told me, let me know and I'll add you to my list!
June 6, 2024 at 2:38 AM
Since I'm still focused on making sure the player's movement feels good and each of the 3 ship designs have their own strengths and weaknesses I'm not really messing with creating enemies yet. But I have a good idea of what I want to do with them.
June 6, 2024 at 2:38 AM
Before sending it out to playtesters I still want to create some sort of scoring system (probably something like 10 points per target shot then subtract the number of seconds elapsed), then a stage complete screen, and a high scores page on the title screen.
June 6, 2024 at 2:38 AM