This thread has gone through the wringer, starting as a months-late introduction to a platformer roguelike, branching to accommodate a spin-off of that, and eventually becoming all about the spin-off.
So, here's
It looks like--Yep, that's the point.
When does it--Soon.
What platforms is it--Windows, Mac, and Linux.
But can I--Yes, the CRT simulation is totally optional, just like it was in
Super Win the Game. In fact, it's disabled by default in this one.
You can read lots more about the development of
Gunmetal Arcadia Zero and its sequel, the roguelike
Gunmetal Arcadia at the
official site.
Not yet sure whether I'll create a new thread for the roguelike
Gunmetal Arcadia and let this one live on as the Zero thread or whether I'll just reset the percentage back to whatever makes sense and keep on using this one. We'll see.
Original, outdated post follows:
OH HAI. I started working on this one last October and forgot to make a TIGS thread until today. Whoops!
What the butts is Gunmetal Arcadia?Gunmetal Arcadia is an action platformer featuring permadeath and upgrade choices in a procedurally generated world of entwined magic and technology.
I'm reusing much of the technology I developed for
Super Win the Game and making improvements wherever I'm able to facilitate a richer, more expressive experience.
The core game mechanics in
Gunmetal Arcadia will mirror those of classic action-adventure games like
Zelda II,
The Battle of Olympus,
Faxanadu,
Castlevania, and others. Run, jump, hack and slash, collect loot, buy upgrades, kill baddies, talk to NPCs, save the world, bleep bloop blah.
The world of
Gunmetal Arcadia is divided between those who favor technology, engineering, and military might, and those who favor magic, natural resources, and elemental energy. The tense balance between these factions is the backdrop to a larger conflict: Arcadia is being invaded by an alien menace, and it's up to you to defend the land and take the fight to your invaders. As you progress, you'll upgrade your character with new weapons and abilities that will skew either towards the technological or the magical. Depending on how you outfit your hero, NPCs may react to you differently, and your actions may have lasting effects on the world.
I'm about three or four months into development, and I'm in the middle of building a lot of the moment-to-moment gameplay stuff working or prototyped. I'm putting off most of the high-level roguelike systems until later in the dev cycle. I've worked on a few projects that involved random level generation in the past, and I've found that if I start thinking about that stuff too early, it tends to muddy up everything else. This time I'm starting with the fundamental mechanics and building out. (My thinking is,
until I can make one bespoke level fun, how can I expect to be able to make thousands of randomly generated levels fun?) Most of the content in the current build is placeholder (the player character is basically a trace-over of Link from
Zelda II); my plan is to move on to real content production once I've wrapped up the implementation of core systems.
Screenshots Thumbnails. Click to big! Highlights from past blog entriesI've been keeping a weekly devlog at
gunmetalarcadia.com since the project's inception, and I'll be linking or pasting those here in the future as well. Here are some of my favorites from the last few months:
Videowhat the heck is a gifv