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Game Dev

Posts filed under category "gamedev".

Game Dev

Posts filed under category "gamedev".

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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Remaking Street Fighter II - THE defining game of my childhood

I'm sure SF2 is a favorite of many, but I doubt the OG Super Nintendo version of World Warriors tops many charts, since it's usually neither the most popular version (Turbo tends to be the fan favorite), nor the best version - Street Fighter II has been released on every platform under the sun, most being more powerful and capable of delivering a better rendition than the SNES.

Still, it's the one I'm nostalgic for, so that's what I was aiming to achieve doing this remake.





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Making games is making tools

Most of my time making my games is spent creating the tools to produce assets, levels, etc. Here's a look at a map editor for my first person shooter game GoJaceFPS, called GoEditor. I made it because I didn't particularly like the Unreal Editor and wanted something that remined me of old school tools like the Hammer Editor by Valve, which I used to make Half-Life and CunterStrike maps back in ... a long time ago :O

GoEditor1
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I'm making a game

I'm making a multiplayer arena boomer shooter for LAN 2026.

Go Jace FPS is a retro 90s-style 2.5D boomer shooter built in Unreal Engine 5, mixing fast first-person combat with Slovenian folklore-inspired medieval horror. Players push through stone corridors, catacombs, collecting health, armor, and ammo while facing demonic enemies with modern firepower.

Under the hood, the game is being built with LAN-ready architecture from day one, including server-authoritative weapons, replicated pickups, enemy AI, and a foundation for future Windows Store and Xbox support.




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