The
#GunmetalGothic
Steam page has been updated with new screenshots and the latest gameplay video:
Thanks so much to everyone who has wishlisted and/or helped spread word about the game! More to come in 2024, and I appreciate your continued support!
Announcement time! This co-op retro-3D shooter-RPG I'm working on has a title and Steam page:
Gunmetal Gothic
If you think this project looks cool, give it a wishlist!
One year ago, I shared this first look at my current project. Thank you everyone for joining me on this journey! Should be lots more interesting stuff to come in the next year ^_^
Announcing
#GunmetalGothic
’s public debut! I’ll be at the MAGFest indie showcase with a playable demo Jan 18-21. If you can make it to the DC area, this event is an absolute blast and you should come try my game while you’re there!
Decided this one needed a zoom. She's cute, but you wouldn't know it from the low-res face jank in the body shot. It's like that Squall meme >_< I love working in 384x216, I really do.
#lowpoly
#IndieGameDev
#n64
#psx
@egointitulari
It will not be free to play. It will be a one-time purchase, and I’m aiming to have enough content at release to put it somewhere in the $10-$20 USD price range.
@NoahMakesMovies
Awesome! All the published info is basically in my post history on here (
@GunmetalGothic
collects it a little better), but you can also get an overview from the Steam page:
Each Accessory boosts two stats. Equip it, kill some things, and after a while you’ll get to choose one of those stats to raise permanently* for your character!
*There will be respec :)
@BynineB
I love how low-fidelity FORCES style - generic photorealism simply isn’t an option. This makes for a lot of variety as people come up with creative ways to work within technical limitations!
We go deep into the depths of Gunmetal Gothic dev
@ynoham
's mind 💀on this week's episode of Pixel Pizza! Trax from
@JetSetsuna
✈️
Apple:
Spotify:
Etc:
@Mawg_VT
I appreciate the interest! Just to clarify, “later this year” is the tentative target for a demo :). Early Access - next year; full game “release” - sometime after that!
@flykespice
You’re right about multiplayer adding a ton of complexity and increasing development workload for all other features. But if a game is going to be multiplayer, it’s far more efficient to design it that way from the start than to adapt it later!
@NyxDiscordia
I keep all resolutions super low. Screen is 320x240, textures are 32x32 or smaller. Vertex colors are your best friend :) Minimum real-time lighting; I use vertex-lighting on the characters, environments are vertex-color only, no light. Hope that helps!
@3boood_pro
Glad you like it! Higher resolutions will be available as a graphics option ^_^ For me, the nostalgia hits harder with a screen resolution comparable to the era, but I want to give players as much control as possible to choose their preferred retro aesthetic!
@enoh32
I'll definitely be revisiting the sky in the future, but right now it's all a custom model. Gradient rotates with the camera, near and far cloud cylinders rotate independently, moon quad stays fixed. One 64x32 texture for clouds, 32x32 moon.
@Exceptionalboi
Thanks, I appreciate the interest! At the moment all I’ve got are the little one-offs you see on here ^_^ I’ve been trying to only talk about the features I’ve actually implemented, but basically, it’s a 1-4 player co-op shooter with RPG-style stats and character progression.
@JaffaWaffle
It will definitely feel clunky by modern standards. One of my inspirations is old Monster Hunter, if that tells you anything lol. I personally enjoy slower paced (but still real time) combat systems that reward precise timing and positioning, so that’s what I’m going for!
@2001Artist1
Actually I’d prefer to avoid elemental weaknesses, to keep all spells viable against any enemy type. I want players to pick the spell(s) they use because of the play style the spell offers, not based on what they’re up against!
@Giolove1234
Glad to hear it! I’ve found that keeping videos to under 7 seconds prevents the compression from kicking in and ruining the pixel look. I’m planning to try another longer video soon as well!
@UnabridgedGamer
Yes! :D At this time, my plan is for all the content to be playable solo or in a group of up to 4 players, with the difficulty scaled accordingly.