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Calcium Contract (my new game)


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  • 3 weeks later...

That looks definitely weird, but interesting. Like a game you remember from a strange dream.

 

I will try the demo.

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  • 4 weeks later...

Played through the demo twice, it is wonderfully weird! The weapon design and animations are fantastically creative! I am making a review video, will be sure to post it onto the Steam community hub when it is finished!

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Awesome video! I'm really glad you liked the demo.

 

BTW it's not GZDoom, it's my custom engine, but it's not a coincidence it feels like it could be GZDoom 🙂

I'm also aware of the rewind + treasures consequences issue and will have to think about it a bit more before the release. It's a bit tricky as different options (leave it like it is, rewind removes active treasures, in-between solutions hidden behind difficulties or options etc...) have different pros and cons for different kinds of players 🤔

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Very happy you dug the video! The game is high on my radar, it's full of charm and enjoyment.

OK! Very happy you clarified that! There were small things like fall speed that made me think it probably wasn't GZ. I will add a correction to the main video.

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  • 1 month later...

Well, it kind of happened gradually. I started experimenting with generating sector-based (so bascially Doom-like) maps and then gradually realized I could make a cool game on this (and eventually ditched the procedural generation part as I wasn't happy with the results). It supports whatever it needed to support for making the game I guess 😅 One of the more unusal features is recording the game state efficiently so you can very quickly rewind your game to any earlier point within the level.

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6 hours ago, iax said:

Well, it kind of happened gradually. I started experimenting with generating sector-based (so bascially Doom-like) maps and then gradually realized I could make a cool game on this (and eventually ditched the procedural generation part as I wasn't happy with the results). It supports whatever it needed to support for making the game I guess 😅 One of the more unusal features is recording the game state efficiently so you can very quickly rewind your game to any earlier point within the level.

It looks very, very similar to GZDoom, and certainly would have fooled me. Do you craft your levels using Doom Builder or do you use custom tooling?

Regarding the engine: Would this be a one off, or would you create another game with this, so far unnamed, engine? :)

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20 hours ago, Redneckerz said:

It looks very, very similar to GZDoom, and certainly would have fooled me. Do you craft your levels using Doom Builder or do you use custom tooling?

Regarding the engine: Would this be a one off, or would you create another game with this, so far unnamed, engine? :)

Well, it's also a sector and sprite based game. Yes I actually do, or rather I have a converter from the UDMF map format, but it's not 1:1 with how Doom works, so I'm using it for the level geometry and many things like e.g. doors or triggers are placed as special Things, comments on sectors etc that GZDoom wouldn't know what to do with.

 

It's a bit too early to say if I'll be doing another game on that engine, but I don't think about it as a general use engine.

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On 9/5/2023 at 8:28 PM, iax said:

Well, it's also a sector and sprite based game. Yes I actually do, or rather I have a converter from the UDMF map format, but it's not 1:1 with how Doom works, so I'm using it for the level geometry and many things like e.g. doors or triggers are placed as special Things, comments on sectors etc that GZDoom wouldn't know what to do with.

 

It's a bit too early to say if I'll be doing another game on that engine, but I don't think about it as a general use engine.

It really looks and feels very Doom to me, so in that aspect you nailed it. Then its just the utterly bizarre enemy roster, whose reminiscence is of the old shooter PO'ed (Which has you acting as a space chef armed with a frying pan killing walking butts).

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  • 2 weeks later...

Absolutely LOVED the demo and am enjoying the SHIT out of the pre-release copy. I think the demo is an exceptionally good preview of what the game has to offer and if folks like that, they're going to like the full release.

I had no clue it was running on a custom engine, it feels SO DOOM, in a great way! Absolutely LOVE the rewind feature too - it's going to spoil me for future games

HIGHLY recommend iax's YouTube/TikTok to see some of the behind-the-scenes Devlogs. Love seeing how the enemies were mo-capped and implemented

Edited by JoeSchmoe

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  • 2 weeks later...

I finished the game a few days ago and really, REALLY enjoyed it. The weapons and enemies on display are some of my favorites from any of these games - and the Clock specifically is one of my favorite new enemies in an FPS. One of the easiest recommends I could give if you enjoy playing through custom WADs.
 

 

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15 hours ago, JoeSchmoe said:

I finished the game a few days ago and really, REALLY enjoyed it. The weapons and enemies on display are some of my favorites from any of these games - and the Clock specifically is one of my favorite new enemies in an FPS. One of the easiest recommends I could give if you enjoy playing through custom WADs.

Awesome, glad you liked it! Really curious to see what people think after the full release (in 2 weeks!)

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  • 2 weeks later...

hell yea, congratulations on the release dude.

 

been doing a lets play of it, too. good stuff so far.

 

 

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I managed to get lucky as this guy fell into a flowing river as he was dying, and the result is an eternally spinning corpse which blocks the player. I could still swing through it with the Scythe.

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Interesting, there was a bug like this in the past which I fixed, maybe it's a new variant that can happen on a moving surface 🤔 I'll keep an eye out for it.

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  • 4 weeks later...

Thanks for uploading the soundtrack, my girlfriend and I, we both love this game, its aesthetics (visuals and audio equally) and gameplay so much! <3

 

 

 

Edited by philcul

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Thanks, that's awesome to hear! I'm a bit (and pleasantly!) surprised by the number of people saying they really like the music, I was a bit worried as I only started experimenting with making music not so long ago 😅

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  • 6 months later...

It's been a while, but I just released a big update adding a whole new score attack mode with procedural levels, leaderboards, and daily challenges! There's also a new risk & reward mechanic in the form of curses which make the game harder in random ways but increase the score gain. I'm really happy with how it turned out!
 

 

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