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: 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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