Ermin Posted May 11, 2021 (edited) A new commercial game i made within 1 week, for the Gzdoom engine using the gameboy pallet/art as its source of inspiration. Made using a bunch of shaders and rendering methods. This game focuses heavily on arena style combat, with super quick movement and bouncy like sprites and art. The story follows our protagonist, Rem who has been made a prisoner forced to fight for her survival. Her objective is to please the blood thirsty crowd by increasing their entertainment through a "crowed meter" which increases with each kill made fast and efficiently. But that's not all, her real objective is to escape the arena and find her missing child, kidnapped by the organising leaders of the arena.NOTE : Im uncertain if this is even a good idea to begin with. Because extended play using a pallet like this does actually strain your eyes pretty quick (especially on regular/full brightness). so i may just in fact cancel the project. But if by popular demand people do want this, then i'll carry on with it. Please letme know your opinion, it would help. You can also reach me here... !Ermin#5459 OR https://discord.gg/QRWJmhz Throughout the game you will find a array of super kickass weaponry, shotguns and machineguns alike with some energy based weapons thrown into the mix.Heavy Revolver Auto Loading Double Barrel Shotgun Belt fed Shotgun Sub machine guns Double Barrel CannonPlasma cannons Railgun Game in motion. Edited May 11, 2021 by Ermin 45 Share this post Link to post
Dragonfly Posted May 11, 2021 I LOVE the pallette shown here, this is looking like a lot of fun! 5 Share this post Link to post
Mayomancer Posted May 11, 2021 That looks really interesting. I'm sure there could be a solution to eye strain problem though, but i don't really know enough to suggest anything. Probably something do do with border linings, tweaking sfx/animations, messing around with the color a bit? Seems like a waste to throw it away, seems like a great idea. 0 Share this post Link to post
holaareola Posted May 11, 2021 1 week? That'd be impressive even for a months' work! Love the style and your animations are top notch -- the weapon movement and firing (even without sound) look extremely satisfying, but I'd find it hard to get through a whole game like this. I think, especially if you are going to have crowds of enemies, that some other colours are almost a necessity for the player to easily parse the environment. Be great to have some higher res footage to properly see it, I think the low res is maybe compounding the difficulty for me. Awesome stuff! 1 Share this post Link to post
1Destro3456 Posted May 11, 2021 That looks so goddamn good, whenever you finish it I’m going to play it, this is incredible 0 Share this post Link to post
Ermin Posted May 11, 2021 14 minutes ago, holaareola said: but I'd find it hard to get through a whole game like this. I think, especially if you are going to have crowds of enemies, that some other colours are almost a necessity for the player to easily parse the environment. yep i agree with this. Here is a video btw, all prealpha shit with sound and all. still had to reduce video quality tho because of compression. 6 Share this post Link to post
Euphoricape Posted May 11, 2021 Looks awesome, very unique retro look. 👌 1 Share this post Link to post
big smoke Posted May 11, 2021 man this looks fantastic love the artstyle 0 Share this post Link to post
Wadmodder Shalton Posted May 11, 2021 Wow, more standalone DOOM engine games made in GZDOOM. 1 Share this post Link to post
E1M1Zach Posted May 11, 2021 One of more unique DOOM engine projects I have seen. In my mind, the visual style is stunning, and I'd battle any assumed eye strain to blast through it! 1 Share this post Link to post
Helm Posted May 11, 2021 (edited) Nice look! How about making the enemies a different color (red) (and also their blood) to help parsability and eye strain? You could even make the reds gradually shift back to greens once things are dead - kind of looking like a cool down - to help the player understand that they need to pacify the arena, get rid of all the reds? Then you can use the red as well for the director or other elements in a storytelling method. Edited May 11, 2021 by Helm 0 Share this post Link to post
Ermin Posted May 11, 2021 (edited) 5 minutes ago, Helm said: ... i actually spoke with @E1M1Zach just a few moments ago, and he recommended going for a less saturated approach. Advised i aim more towards Hellhunts GB visual style and i couldn't agree more, its way more pleasing to the eye.https://t19games.itch.io/hellhuntgb 5 Share this post Link to post
Rudolph Posted May 11, 2021 (edited) I worry that the mugshot might prove to be a bit distracting because of how big and animated it is. Maybe reduce its size by half As for the palette, well, maybe consider offering different options, like DUSK and Doom Eternal did? Edited May 11, 2021 by Rudolph 1 Share this post Link to post
E1M1Zach Posted May 11, 2021 24 minutes ago, Helm said: Nice look! How about making the enemies a different color (red) (and also their blood) to help parsability and eye strain? You could even make the reds gradually shift back to greens once things are dead - kind of looking like a cool down - to help the player understand that they need to pacify the arena, get rid of all the reds? Then you can use the red as well for the director or other elements in a storytelling method. Like a reverse take on deBlob? 0 Share this post Link to post
Helm Posted May 11, 2021 Not familiar with that product but the two-key color solution is a common art direction trick that would do wonders for this without hurting the gb color low-spec look at all 1 Share this post Link to post
Korozive Posted May 11, 2021 (edited) As Rem comes up the lift I got a feeling of being Jet Lee in Unleashed wash over me. Can't handle the color tho' couldn't see a thing with these old eyes. 0 Share this post Link to post
Pixel Fiend Posted May 12, 2021 I love the beautifully consistent graphic style. I hope the gameplay will not be boring so I can treasure this new shooter. Let us know when we can wishlist it on Steam. I may suggest that you could experiment with enemies flashing on hit so you can have some punchy feedback. Or leave it as optional feature if it may look annoying. 0 Share this post Link to post
Lizardcommando Posted May 12, 2021 Wow, this looks really cool! I really love the art style for this. 0 Share this post Link to post
Doomkid Posted May 17, 2021 No idea how I missed this, looks super cool! Would it be hard to implement a (totally optional) greyscale mode? Might help some people if their eyes can't handle the green for extended periods. 1 Share this post Link to post
adamastor Posted May 17, 2021 Or optional pallette modes. Anyway, looks incredible. Great job. 1 Share this post Link to post