To say I am hyped about trying Selaco might be a serious understatement because it looks incredible. A GZDoom powered cross-platform FPS inspired by F.E.A.R and soon a demo will be available.
Selaco is a brand new original shooter running on GZDoom, featuring thrilling action set pieces, destructibility, smart AI and a fleshed out story taking place within an immersive game world. It draws inspiration heavily from F.E.A.R. in terms of action set pieces, while mixing traditional retro-FPS elements from QUAKE and DOOM, along with some more modern features. Together with professional artists who work in the industry, several having worked on successful throwback FPS games in the past, Selaco is a fully fleshed out world full of character, action, and mystery.
Recently, the developer put up a refreshed version of their original teaser to show off the current state with an announcement that a demo will be coming to Steam in June. Backers of their Patreon will be getting it a little earlier on April 22. Check out the new teaser below:
Direct Link
You can follow it on Steam.
Quoting: Termyi'm really not too big of a fan of the resurgence of sprite enemy models. It can be cool if it gets a modern treatment like for example with prodeus, but most of the time, it just looks lazy to me and could as well be some GZDoom-Wad...
Hey there, thanks for your comment! Prodeus is a fantastic game and we all love it to bits, but I do not agree with being called 'lazy' for going with sprites. The insane amount of hours our artists spend on the spritework and their animations far exceeds the work required when compared to using 3D Models in the engine.
We do it all by hand, manually, and touch up most of the individual frames of animation in Photoshop to fix errors or make improvements. I have never seen artists put as much time and passion into something as they do with our spritework. Calling them lazy is disrespectful, in my opinion.
I hope the demo can change your mind and prove to you that we don't do lazy.
Wesley
Quoting: NexxticQuoting: Termyi'm really not too big of a fan of the resurgence of sprite enemy models. It can be cool if it gets a modern treatment like for example with prodeus, but most of the time, it just looks lazy to me and could as well be some GZDoom-Wad...
I hope the demo can change your mind and prove to you that we don't do lazy.
Wesley
Lazy certainly is poor choice of words. Flat would have at least have been technically correct
Cheap? Perhaps. Indie studios don't have high budgets.
The thing is though that converting things to higher resolution and polygons doesn't automatically make things better. Artists need to know what to do with those possibilities and be still within the budget.
What Selaco seems to be getting right is aesthetics and that's what matters. Gameplay is still even more important, good aesthetics is still nice to look at though.
Quoting: NexxticCalling them lazy is disrespectful, in my opinion.
It wasn't meant to be disrespectful, sorry for that! I guess my wording wasn't perfect - I'm aware that sprites can be a whole lot of work, it's just that (at least thats my impression) sprites seem to be THE current way of "doing retro" and it feels "lazy" to jump on the bandwagon and go with it. That doesn't mean it's a bad game or no work is put into it (i love project warlock and poke around GZDoom now and then, so i'm not totally against this ^^), it's just that i tend to get "fed up" with trends like straight pixel art, low poly or sprites if the games don't put a "new spin" on it. That can be something like kingdom: two crowns combining pixel art with modern reflections or like selaco seemingly including above average amount of anmiation-steps. Of course some things are more noticable than others and videos often doesn't do it justice, but it can quickly feel like "more of the same". Project Warlock or Ion Fury are great games with a lot of attention to detail - but the first impression (at least graphically) isn't blowing me away so to speak.
I will totally try the demo and in general love oldschool FPS - my post was more a general mini-rant about repeated trends in artstyle and not directly targeted at selaco. Should have made that more clear i guess ^^
Last edited by Termy on 11 April 2022 at 4:18 pm UTC
Quoting: AnzaQuoting: NexxticQuoting: Termyi'm really not too big of a fan of the resurgence of sprite enemy models. It can be cool if it gets a modern treatment like for example with prodeus, but most of the time, it just looks lazy to me and could as well be some GZDoom-Wad...
I hope the demo can change your mind and prove to you that we don't do lazy.
Wesley
Lazy certainly is poor choice of words. Flat would have at least have been technically correct
Cheap? Perhaps. Indie studios don't have high budgets.
The thing is though that converting things to higher resolution and polygons doesn't automatically make things better. Artists need to know what to do with those possibilities and be still within the budget.
What Selaco seems to be getting right is aesthetics and that's what matters. Gameplay is still even more important, good aesthetics is still nice to look at though.
It's not cheap actually! Quite the opposite even! It gets rather involved; We have 3D artists make a detailed model first, then have an animator animate the models, and have another dev render them as sprites, make correcte and touch them up to make them pretty. It's quite a process, but the results are great I think.
Thanks for the compliments! Hope you enjoy the upcoming demo
Last edited by Nexxtic on 11 April 2022 at 4:52 pm UTC
Quoting: CyborgZetaI forgot to ask in my earlier comment, but I see that this game will be getting a Linux release (kudos to the developers for that). Will the demo be available for Linux? I'm sure it'd run fine with Proton, but I figure I might as well ask.
Yes sir, demo will run in Linux!
Quoting: NexxticWe do it all by hand, manually, and touch up most of the individual frames of animation in Photoshop to fix errors or make improvements.
The gameplay video is very impressive. You folks certainly have taken sprite animation to a different level.
Quoting: NexxticIt's not cheap actually! Quite the opposite even! It gets rather involved; We have 3D artists make a detailed model first, then have an animator animate the models, and have another dev render them as sprites, make correcte and touch them up to make them pretty. It's quite a process, but the results are great I think.
Thanks for the compliments! Hope you enjoy the upcoming demo
Sounds bit like what Dead Cells did.
I know though that somebody is going to be disappointed that the 3D models were thrown away...
Quoting: cdnr1steam deck compatible ?
it sort-of works as is, but many QoL (like aim assist) are missing in the current build. I'm expecting the game to be playable on a Steam Deck with proper aim assist by the time we launch the full game.
Last edited by ElectricPrism on 12 April 2022 at 3:27 am UTC
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