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Game Dev

Posts filed under category "gamedev".

Game Dev

Posts filed under category "gamedev".

Inside Shipment 1519: two harbors, two ways to fight in Go Jače FPS

I've been giving two of Go Jače FPS's cargo-yard arenas a very different home. Shipment 1519 is a tight, lantern-lit harbor at night; Shipment 1519 Big opens that idea into an Adriatic-style waterfront district, with surrounding streets, elevated galleries and a warm sunset. Both revolve around enormous wooden cargo stacks, but the interesting difference is how you move around them.


Shipment 1519 Big from an elevated development camera: the cargo courtyard sits inside galleries and waterfront buildings, with the galley beyond the arena boundary.
Shipment 1519 Big from an elevated development camera: the cargo courtyard sits inside galleries and waterfront buildings, with the galley beyond the arena boundary.
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Heroes Arena: Go Jače FPS meets the three-lane MOBA

I've added a rather different way to play Go Jače FPS. Heroes Arena takes the game's first-person shooting and retro characters into a 3v3 battle of lanes, towers, creep waves and destructible cores. You still aim the guns yourself, but now there's a bigger question than who's winning the firefight: are we actually pushing toward the enemy base?


Heroes Arena from the player's perspective: first-person gunplay, team portraits, lane objectives and a five-slot skill loadout.
Heroes Arena from the player's perspective: first-person gunplay, team portraits, lane objectives and a five-slot skill loadout.
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Meet GoRacer's original cars: hot hatches, hillclimb monsters and desert trucks

GoRacer is starting to get a garage of its own. Alongside the tracks and the driving, I've been building original cars for it: a lightweight 16V hatch, an 800 hp hillclimb monster, two very different desert trucks, and rebuilt versions of the rally cars that started it all. Fictional names, their own bodywork and liveries, and plenty of that old arcade-racer character.


Rook HC4 in Summit Works colours, photographed on the new Bahía Roja circuit with the HUD hidden.
Rook HC4 in Summit Works colours, photographed on the new Bahía Roja circuit with the HUD hidden.
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Call of Corsa: Assetto Ops - Race Control brings FPS combat to Assetto Corsa

I've been working on AssettoServer Race Control, a Windows app for setting up and running custom Assetto Corsa events. Cars, grids, bots, weather, live race monitoring... all fairly sensible things for a racing simulator. Then there's the other mode: choose a loadout, grab a rifle, and play a Call of Duty-style deathmatch. Inside Assetto Corsa. Yes, really.


AssettoServer Race Control Live Race tab showing the circuit map, race controls and selected bot telemetry
Race Control's Live Race view: circuit map, server controls and live bot telemetry. Click the screenshot for full size.


https://www.patreon.com/cw/bohloney
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GoRacer now with wheel support!

Got full wheel support working (clutch, H-shifter, FFB) and it feels great from the cockpit view. Still waiting on Fanatec to see if I can get their SDK - I really want FullForce in there as well. If I get that, I'll do a full "simulation" physics model (currently I have "Arcade" and "Simcade").

I'm really pleased with how well this works, so my next big feature is going to be - VR! Really excited about that one, being able to play my own racing game in full VR on my sim rig is kind of an amazing prospect, not gonna lie.







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Nothing like the blue skies of 90's arcade racing

So, turns out I couldn't resist this one.

While my first game is about to be released on Steam (should be available here: https://store.steampowered.com/app/4920290), I had the urge to start work on my own take on a 90's arcade racing game in the vein of Daytona, Sega Rally or Ridge Racer - or rather, the way I remember those games feeling and looking like.

It might not go anywhere, but as with anything I do, I'm fully committed at this stage and when I get excited about something, I get really productive. Here's a first (and hopefully not last) look.







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Bug or feature...

Explosive diarrhea.
Explosive diarrhea.

Muzzle flash on my multiplayer characters started appearing as if coming out their ass due to a bug, and I was seriously contemplating leaving it and wiring a fart weapon type that shoots backwards.

I decided against it.
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Cheat mode - activated (GoJace FPS - party mode mutators)





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I added a mutator system (applied before a multiplayer match), and some of the mutators literally give cheat mode to all players in the lobby. Wallhacks, aimbot, infinite ammo, speed hacks, you name it. It's fair play if everyone gets them though, right? Still feels wrong.

This continues the mashup philoshophy of my game development. It's a boomer shooter, but has heavy influence from Call of Duty in terms of game / match structure, and several ideas from Unreal Tournament as well (instagib, and now mutators).

I'm sure it won't end there, either.
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