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'sIt 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Original, outdated post follows: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
, 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 entries
I'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:Video
what the heck is a gifv