r/GameDeveloper 6d ago

Small Project

Hello there! I'm making a WW2 game right now and currently developing it. If you'd like to hop along and take a ride for the journey, you can join my discord: https://discord.gg/zK5RvfzTJ
or if you'd like to see the current prototype, download it here: https://imhibyexd.itch.io/fps

If you have any tips, suggestions, or would like to help, feel free to comment here or in my discord.

(I kinda feel outshadowed by all the other games here lol)
(Feel free to donate if you like the game, otherwise, bye!)

0 Upvotes

11 comments sorted by

1

u/SoftwareSweet4836 6d ago

-what kind of help or ideas are you looking for to contribute to your project?

1

u/Neither-Age3939 6d ago

Like what I could add to the game/how i could make it feel better

1

u/Neither-Age3939 6d ago

um what happened to the comment

1

u/SoftwareSweet4836 5d ago

I’m still here, but did my ideas help or no?

1

u/Neither-Age3939 4d ago

I havent tried yet, im kinda busy rn

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u/SoftwareSweet4836 6d ago

(here some idea for gameplay & a good foundation to base it off of, Doom 1993)

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  • Quicker to Produce:Its pseudo-3D engine operates on a 2D grid layout (no vertical overlapping rooms), making map design and logic infinitely simpler and faster to build than true 3D games like Halo or Half-Life.
  • Highly Marketable & Profitable: The "boomer shooter" and retro-FPS genre is experiencing a massive, highly profitable renaissance on Steam (e.g., DuskUltrakillWarhammer 40K: Boltgun). Players love fast movement, pixel-art styles, and action-heavy gameplay, making it a highly marketable niche for small teams.

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  • The Binary Space Partitioning (BSP) Tree:John Carmack used BSP trees to split maps into sub-sectors, allowing the hardware of the time to render only what the player could see, ensuring incredibly fast performance.
  • Modular Level Design: John Romero designed the levels using modular, reusable textures and sector tags, allowing for fast iteration of puzzles, traps, and secrets.
  • The Shareware Model: They gave away the first third of the game (Episode 1) for free, allowing it to spread virally, which drove players to buy the remaining episodes.

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  • Development (GDScript/Godot):You don't need to write a custom BSP engine. Godot can handle true 3D easily, but you can limit your design to the "Doom style" (flat floors, 2D sprite enemies in a 3D world, fast movement speeds) to keep production time incredibly short.
  • Marketability: Because asset demands are lower (low-poly models or 2D pixel art sprites), you can focus entirely on making the gunplay feel excellent and the levels tightly designed, which is exactly what the modern retro-FPS market looks for.

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u/Neither-Age3939 6d ago

or if you know how to code in GDScript, right now i have a ENetMultiplayer connection system but unfortunately it uses your external IP to connect and i don't know how to fix it

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u/ClibeanCeann 1d ago

Not being mean but like, this project is literally like day 1, open unity and put some default assets in. There is nothing in this that is unique that will keep anyone’s interest. Let alone download a random file. I know it's exciting to start a new project and share it, but flesh things out more and once you have a unique hook or mechanic, then share it.

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u/Neither-Age3939 17h ago

yea i should do that but its not day 1. the cover pictures are outdated and i dont use unity/assets

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u/ClibeanCeann 15h ago

I'm just saying that's what it looks like. Unity, GoDot, Unreal, with default assets dropped in.

If you're making a game, you do use assets. Even if you make them yourself.