Gluntronics
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« on: April 28, 2014, 11:32:31 PM » |
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STRAFE is a mid 90's style FPS with Roguelike elements. It's focus is speed, re-playability, gibs and secrets... real secrets. There is a story and the setting will be diverse but to quote John Carmack. "Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important." Now I don't agree with this quote as a blanket statement but we're adhering to it for this project to stick true to soul of those early ID games. We've sunk hundreds of hours into Spelunky (and still play it actively) and spend quite a bit of time with Binding of Issac, Rogue Legacy, Legend of Dungeon, and Delver. I've also beaten Doom 1,2 Quake 1.2 and Half Life many times. Our project is inspired by all of these games in one way or another. STRAFE is a game we are building out of passion. We're also first time devs so please bare with us as we figure things out and Juice the shit out of our game. CURRENTLY WORKING ON• The Canyon levels • Game economy Looking for: Please PM if you are a super talented person that's interesting in helping out! • AI programmer (c#)
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« Last Edit: April 22, 2015, 11:25:05 AM by Gluntronics »
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Gluntronics
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« Reply #1 on: April 28, 2014, 11:41:26 PM » |
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Gluntronics
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« Reply #2 on: April 28, 2014, 11:45:09 PM » |
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And here is some of the props that our great artist Thibault has made. He's almost done with the hub then we move onto weapon designs! Our Half Life inspired health dispenser // The food boxes have yet to be textured. The teleporter // Plant Life //
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kmortensen
TIGBaby
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« Reply #3 on: April 29, 2014, 05:45:19 AM » |
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Excited for this! You may have already answered this, but what platforms do you plan to release this on?
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Gluntronics
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« Reply #4 on: April 29, 2014, 12:16:30 PM » |
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Excited for this! You may have already answered this, but what platforms do you plan to release this on?
Hey Kmortensen, We're developing for PC and Mac atm. I should have covered that in the description!
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Nu-Type
Level 1
Pathfinder
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« Reply #5 on: April 30, 2014, 06:47:33 PM » |
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Im liking this! And nice low-polys!
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Gluntronics
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« Reply #6 on: April 30, 2014, 07:31:40 PM » |
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Im liking this! And nice low-polys!
Thanks Nu-Type!
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Gluntronics
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« Reply #7 on: May 02, 2014, 02:25:08 PM » |
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My favorite type of secrets are the ones that reward the player with new content in game. Not concept art or trophies. Thibault just finished an arcade machine that will spawn in some of the levels, if the player finds it and activates it they have a chance to beat the level and obtain a perk or the machine blows up and damages the player. Here's his progress on the design. (This was a great chance to show some love and respect to 2 great dev's / games) HAHA, just noticed a typo in the title. (sometimes it takes waaay to long to catch something so simple, fixing it now)
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mamoniem
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« Reply #8 on: May 02, 2014, 03:21:24 PM » |
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interesting game. I liked the style in general. but specifically the textures. are you managed to draw the textures pixelated from the beginning or making it as a normal texture and then apply some filters in your drawing application ? The other thing, I can see u r using Blender for 3d assets creation. is blender the game engine as well ? m;
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Gluntronics
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« Reply #9 on: May 02, 2014, 03:29:46 PM » |
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interesting game. I liked the style in general. but specifically the textures. are you managed to draw the textures pixelated from the beginning or making it as a normal texture and then apply some filters in your drawing application ? The other thing, I can see u r using Blender for 3d assets creation. is blender the game engine as well ? m; Hey mamoniem! Thibault is the artist for our game. He builds the textures with a low res pixel art style. We average 32x32 pixels a square meter in game space. This is what's giving us our look. We build models (low poly) and animate in blender but we are using the Unity engine.
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Gluntronics
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« Reply #10 on: May 05, 2014, 07:03:47 PM » |
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The hub level is almost complete and we are hard at work with level generation. We are creating rooms that will procedurally connect with each playthrough and then a second pass connecting a small percentage of nearby doors with a procedural hallway. http://i.imgur.com/LTYDMPO.gifexample of room generation. http://i.imgur.com/kbqN3Vll.gifexample of hall building itself (with no destination)
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migrafael
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« Reply #11 on: May 06, 2014, 12:19:44 AM » |
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Loving this. Gonna keep my eye on it
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On STEAM »
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Gluntronics
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« Reply #12 on: May 11, 2014, 08:16:13 PM » |
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Had a few updates this week but it wasn't a visual feast. We finished the hub level and we just got our first gun in the game! We are finishing implementation tomorrow. When the other 2 weapons are in I'll be posting model shots and maybe some gifs of firing modes if people are interested.
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tanner bananer
Level 1
aspiring train conductor
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« Reply #13 on: May 12, 2014, 06:00:34 AM » |
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This looks pretty darn neat.
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BomberTREE
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« Reply #15 on: May 12, 2014, 07:40:52 PM » |
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Love the art style, I started something similar when I used probuilder with unity! Then I started making maps and textures for quake 1 and forgot what I was wanting to make in the first place.
Definitely keeping an eye on this, good luck!
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Gluntronics
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« Reply #16 on: May 12, 2014, 07:53:58 PM » |
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Love the art style, I started something similar when I used probuilder with unity! Then I started making maps and textures for quake 1 and forgot what I was wanting to make in the first place.
Definitely keeping an eye on this, good luck!
Thanks! Probuilder is great! It makes unity feel like hammer or the idtech editor.
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surt
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« Reply #17 on: May 13, 2014, 01:12:09 AM » |
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So the title isn't in reference/reverence to the best Doom-engine game Strife? (the world needs more Strife)
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Gluntronics
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« Reply #18 on: May 13, 2014, 01:41:29 AM » |
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So the title isn't in reference/reverence to the best Doom-engine game Strife? (the world needs more Strife)
It may be blasphemy to say but I didn't know about Strife's existence until a week ago. I just bought a copy and I'm really enjoying it! Other than the incredibly similar names the game has no real gameplay similarities other than old school fps style and shops where you can obtain upgrades. We chose the name STRAFE to advertise one of the games primary design decisions. All of the enemies in the game are projectile based instead of hit scan. We really wanted to bring back dodging shots and mobility instead of cover and hiding.
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Bino
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« Reply #19 on: May 13, 2014, 03:04:36 AM » |
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Love the art direction. Retro 90's is the new pixel art. Watching this space. Bino
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