A new old first person shooter. Shoot cultists and escape from their compound before they summon a demon that ends the world.

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Prossimamente in accesso anticipato

Gli sviluppatori di questo gioco intendono rilasciarlo come ancora in fase di sviluppo, in cui si tiene conto del feedback dei giocatori.

Nota: i giochi in accesso anticipato non sono completi e potrebbero subire modifiche in futuro, oppure rimanere incompleti. Se non vuoi giocare a questo gioco nel suo stato attuale, ti conviene aspettare per vedere se sarà sviluppato ulteriormente. Altre informazioni

Cosa dicono gli sviluppatori:

Perché l'accesso anticipato?

“This game turned out to be rather more ambitious in scope than I had initially anticipated, especially for a single person. As such, I have a lot of the grunt work still to do because there's just so much of it. I want to release the game on a per-episode basis (see below) in part because the episodic structure is a staple of mid-90s shooters, but also so I can then incorporate feedback from the first episode into the second and third.”

Per quanto tempo questo gioco rimarrà in accesso anticipato?

“Probably longer than I would like because that's how these things usually pan out, isn't it. I'm hoping for somewhere between six and nine months, but only time will tell.”

Quali saranno le differenze fra la versione completa e quella in accesso anticipato?

“The full version is to include three episodes with ten levels (plus secret bonus levels) each. This also involves more enemies and weapons.
Once the full version is released, the first episode is supposed to become the "Shareware Version" - in other words, a demo.”

Qual è lo stato attuale della versione in accesso anticipato?

“The base is largely finished, there is still a lot of modeling, texturing, rendering and especially mapping work to do.
Six weapons are currently implemented fully, as well as seven enemy types, although the enemy AI still needs tweaking.
The bulk of the remaining workload is level creation, but since even "finished" levels are still subject to change as the game progresses I'm not ready to say that even one of them is truly done. However, I am willing to put it as "five levels are currently in progress" and two of them haven't seen significant changes in a while.”

Il prezzo del gioco varierà durante e dopo l'accesso anticipato?

“Price will not change when we leave Early Access.”

Come pensi di coinvolgere la Comunità durante il processo di sviluppo?

“Community feedback will, where appropriate, be incorporated into later releases, as the players' enjoyment is important to me and I want them to be happy.
Players are encouraged to leave their feedback, good or bad as long as it is constructive, in the forums. I'll do my best to address criticism both in replying and, where applicable, in fixing the game.”
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Informazioni sul gioco

In a world where cultists desperately need to be shot...

What, Were You Expecting A story?

Oh, Alright.

You are *checks notes* Gary, an unassuming nobody with no backstory, personality or, for the moment, voice, who got kidnapped by an evil cult aiming to summon their god into this reality. You are the final sacrifice. And you're having none of it. You break out of your cell, and kill literally everybody so the cult cannot summon the great evil they worship.

A Window Into The 90s


3D enemies? 3D weapons? No. The enemies, the weapons, most of the props are all 2D sprites. What 3D models there are are crude and low-poly. Texture resolutions are abominable. I even wrote a special shader that lowers the apparent colour depth.

Commitment to the 90s aesthetic is near absolute: The sole exception is that the weapon viewsprites are normal mapped, which is anachronistic but looks so good.

Boom, Pew, Bang


Shoot all the bad guys! Or hit them! Or kerplode them!
Defeat your foes with these bog-standard FPS weapons:
  • Carpenter's Hammer
  • Pistol
  • Submachine Gun
  • Shotgun
  • Hand Grenade
  • Fire Staff
  • Staker
  • Rocket Launcher
(Note: List subject to change as I see fit.)

Reinventing the Wheel


Unity? UE? Build?
No.
That would be easy.
Hecatomb is coded entirely in GameMaker. I had to do everything 3D myself. Among the things I had to figure out are:
  • Drawing walls and ceilings without tanking performance
  • How sprite-based enemies move
  • Shaders to restrict the colour palette
  • A normal mapping shader for the weapon viewsprites
  • How to calculate the position of bullet holes in a wall (it uses the tangent!)
  • How to bake lighting into the map
  • How mouselook works (Note: vertical mouse look is implemented, but disabled.)
  • And many more that cropped up over the months but I can't think of right now.

Descrizione del contenuto per adulti

Ecco come gli sviluppatori descrivono questi contenuti:

This product contains low-resolution blood and gore. There is no nudity and only one instance of a mildly rude word in text.

Requisiti di sistema

    Minimi:
    • Sistema operativo: Windows 10 x64 Build 1909
    • Processore: Intel Core-i7 2600K
    • Memoria: 16 GB di RAM
    • Scheda video: Nvidia GeForce GTX 1050 Ti
    • DirectX: Versione 9.0c
    • Scheda audio: Yes.
    • Note aggiuntive: This is really just my computer, which I know it runs on.
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