Gunload "My first foray into game development"
#1 Posted 28 June 2015 - 10:48 AM
This is a project I've been working on for a little while now. It's a callback to the classic FPS's of the 90's, with satisfying weapons, the abstract level design, varied enemies, and speed with a few current era features like a light parkour system. The parkour will allow the levels to be even more open with more pathways through the level; imagine if Duke3D let you climb onto ledges.
I'll have weekly updates all leading up into a gameplay reveal;right now the first enemy has been shown off.
I'd like to point out what this game is NOT before more is announced: It is NOT a roguelike- the levels are all being handcrafted, not randomly generated. It will NOT look like Minecraft- nothing will have that blocky look to it. It won't claim to be influenced by 90's games and then only have 20% of its gameplay reminiscent of these classic games.
Let me know what you guys think so far and any ideas or comments.
This post has been edited by HulkNukem: 28 June 2015 - 10:53 AM
#2 Posted 28 June 2015 - 01:20 PM
And to answer your question: she's on the far right, next to Yatta.
#3 Posted 29 June 2015 - 10:40 AM
Is this real ? 0i0
This post has been edited by Max Payne: 29 June 2015 - 10:41 AM
#4 Posted 29 June 2015 - 01:07 PM
This post has been edited by Mark.: 29 June 2015 - 01:08 PM
#5 Posted 29 June 2015 - 01:58 PM
Mark., on 29 June 2015 - 01:07 PM, said:
I'm using the Unity engine with a few addons, the levels will be built using brushes so its in actual 3D and lights will be cast from the sky as well as anything that would produce light (lamp, computer screen, etc etc).
All characters, objects, and the first person weapons will be sprites.
Every enemy so far has been made into a 3D model with animations and then I capture footage from it from all 8 different angles (as opposed to Doom and Duke which would just mirror a few of the angles) until I have a HUGE sprite sheet. These sprites are around 250-300 pixels wide and tall.
I then take these and scale them down to about Duke3D size, bring the color depth down, and change the saturation and brightness as needed. This way I can very easily make changes, like say give a character an eyepatch or a different helmet.
Because of the smaller size files that are being used for all the art, I can get a lot more of them running and easily have bodies that stay forever, and HOPEFULLY this means more computers will be able to run it. The levels are also low polygon count, which helps a lot with the lighting (and also me so I don't have to spend the time making a door frame with aligned textures, making sure everything is proportionate for all the models being added, etc etc)
For my situation, it was basically either do it like this, or make something that looked like Minecraft.
Plus, who knows for the future, I have all the 3D models backed up
#6 Posted 03 July 2015 - 07:24 PM
http://www.indiedb.c...uard-of-gunload
Will have more to show in the coming weeks.
#7 Posted 03 July 2015 - 08:36 PM
#8 Posted 03 July 2015 - 09:04 PM
#10 Posted 04 July 2015 - 02:32 AM
#11 Posted 04 July 2015 - 06:51 AM
TerminX, on 04 July 2015 - 01:00 AM, said:
I am trying hard to nail the feeling of it as a classic 90's FPS, not just in the aesthetic but the level design and gameplay. I really really hope I can nail it.
themaniacboy, on 04 July 2015 - 02:32 AM, said:
Thanks!
#13 Posted 10 July 2015 - 07:30 PM
Btw it looks pretty cool and sounds interesting.
This post has been edited by 64Ghost: 10 July 2015 - 07:30 PM
#14 Posted 10 July 2015 - 07:33 PM
#15 Posted 10 July 2015 - 09:11 PM
64Ghost, on 10 July 2015 - 07:30 PM, said:
Btw it looks pretty cool and sounds interesting.
There's a multitude of small reasons, I actually have more experience with UE4; however it all comes down to one simple thing, which is that Unity is less taxing on hardware so this can run on a larger number of computers. There's no complex 3D models, the textures are all very small in size, the levels aren't overly detailed and peppered with objects, etc etc so there's no point in using a power house like UE
You can drive a sports car to the movie theater across the street or just walk; the destination is the same either way, so save a few bucks on gas
This post has been edited by HulkNukem: 10 July 2015 - 09:28 PM
#16 Posted 10 July 2015 - 10:14 PM
Anyway wanted to say pretty interesting project you have wish you luck. I agree with Max Payne that the first enemy looks similar to a Pigcop with a ground hog beaver feel. Also it looks like he has been drinking beer for quite some time add some beer cans to him like a grenade vest but instead he has beer cans in it I also would like to shoot him in-game with a shotgun please let it be a double barrel or a double trigger I want him to explode that is a good thing I believe xD. The second enemy is like your trooper though, well Duke 3D has a good enemy balance in variety so not a bad thing if so. Keep up the work.
#17 Posted 11 July 2015 - 08:40 PM
http://www.indiedb.c...vel-design-talk
#18 Posted 20 July 2015 - 12:27 PM
Here is the current overhead view of it so far; it is still very very VERY WIP
This post has been edited by HulkNukem: 21 July 2015 - 11:14 AM
#19 Posted 21 July 2015 - 06:39 AM
#20 Posted 27 July 2015 - 03:29 PM
Just fixing and cleaning areas before I start detailing and making new textures. Things like stuffed animals in shops, stoves and ovens for the restaurants, garbage littered around the area, chairs, all those types of things. Also planning to do working televisions that emit flickering lights with fake shows. Things like this and working light switches are ridiculously easy to implement.
Anywho, the new overhead view. The new starting point is on the helipad near the bottom right
The helipad area; if you fall off, you die, however the exit to the level is within site, teasing you. This is also a small homage to Hollywood Holocaust starting on a roof.
A little shopping area; will have props laying around you can shoot and break
A small two-story bungalow like building
A platforming section; if you fall in the area under the red beams, you die; the camera is inside a building, so these planks aren't just floating in the air
This post has been edited by HulkNukem: 27 July 2015 - 03:35 PM
#21 Posted 27 July 2015 - 04:16 PM
#22 Posted 27 July 2015 - 05:17 PM
#24 Posted 29 July 2015 - 06:39 AM
This post has been edited by HulkNukem: 29 July 2015 - 06:39 AM
#25 Posted 18 September 2015 - 03:30 PM
I'll also have a few new pics of new levels I've been working on either next week or the week after. It won't be disappointing =)
This post has been edited by HulkNukem: 18 September 2015 - 03:32 PM
#28 Posted 18 September 2015 - 08:30 PM
Oh man I can't deny, now I really hope there is tea bagging surely there will be crouching you say its based on classic fps and being a build fan, I am pretty sure there will be crouch so don't worry Lunick xD tea bagging will be a great feature.
#29 Posted 17 April 2016 - 03:57 PM
Updates on this game though is that I'm no longer going the Unity route and instead am using the Gloome engine (info found here) which is based off the ZDoom engine.
Because of this, there isn't much I can show off at the moment, but I can throw this here
This post has been edited by HulkNukem: 17 April 2016 - 03:58 PM
#30 Posted 06 August 2016 - 07:06 PM
There's no effects like muzzleflash, and all the sprites aren't converted to my palette yet.