ULTRAKILL - A Fast-paced Ultraviolent Old School FPS
25 replies, posted
I've been posting my progress on WAYWO but since the forum's dying now in general I might as well post it here too.
So hey, for the past year and a couple months I've been working on a (mostly) solo project called ULTRAKILL.
It's a fast paced FPS with a focus on movement and over the top action.
Its influences are a blend of classic shooters like Quake, some modern shooters like Doom 2016 and character action games like Devil May Cry.
I can talk more about it but I feel it's probably best you see it for yourself.
https://www.youtube.com/watch?v=K9XeDfrC-Yk
https://www.youtube.com/watch?v=rszkG7k2scg
I've been posting my progress fairly frequently on both the game's twitter and my own youtube channel, so if you wanna see more or keep up to date, you should check these out:
Youtube: https://www.youtube.com/channel/UCD1lODYlzMJ3YlZ30x2CwUg
Twitter: https://twitter.com/ULTRAKILLGame
There's no playable demo yet, but considering the current progress, there will probably be one by the end of the summer and the first episode will (hopefully) come out by the end of the year, but no promises on that.
Thanks for your attention, would love to hear your thoughts.
this looks amazing!!! i love how over-the-top the shotgun is. the gameplay in these videos looks super satisfying and i'd love to try it out whenever you release a demo! will be following this for sure, i really like the look of this.
you should make a thread for it on Knockout! it'd be great to have a place for it on a forum that isn't dying, i'm sure everyone on there would love to see it
Welcome back
Damn this looks awesome. I always wanted a bit more shooters that had a character action influence, with only Demonsteele coming to mind that has that flair. Really hope to see more of this, you got a pretty promising progress so far.
Thanks, made a thread on knockout now as well!
Never heard of Demonsteele before but I'll definitely take a look at it to see how it does things and hopefully learn something from it.
At this point I've put too much time and effort into it to not finish it, but the biggest challenge currently is trying to gather up attention and an audience for it.
hi, game dev/waywo lurker here, glad you keep working on this, every dev out there should show their projects to the rest of FP. Hope to see more updates on knockout!
It can be a big leap for some people to start showing off a game publically, but if any game devs here are reading this, I'd recommend you start sooner than later.
As long as your game has something to show, of course.
I'll probably use Knockout less than I've been using Facepunch but I'll make sure to post updates of my game at the very least there.
It's a Doom mod with two playable characters, one being sword + gun based and the other being fisticuffs + kung-fu (and style switching) with guns. It's got some nice character-action influences like a combo meter, juggling and the likes.
https://www.moddb.com/mods/demonsteele
https://www.youtube.com/watch?v=uEUaDD3YIiE
https://www.youtube.com/watch?v=RElfXigIe4c
And definitely looking forward to seeing your game finished. Can see it being pretty huge in the future.
Have you considered posting on IndieDB? The front page has a "latest article" section that gives you a bit of boost on exposure when you have something to announce or share.
Looks banging. I've planned on adding juggling to my game too but seeing how it works here definitely raised it on my list of priorities.
Didn't know IndieDB was a thing, but I'll definitely take a look at it and see if I can whip something up for it, thanks.
I like the fact you drew the gun in front of the rank meter thing, makes it stand out during calmer moments but isn't annoyingly in your face during the action. Nice touch
I’m sure there are midsized subreddits that would be niche enough to love this.
Looks really fun!
I don't use reddit so I haven't got the faintest unfortunately...
hell yes, this looks rad
I'd bet good money you could send an alpha build to gmanlives and he'd review it, whether or not we like him after the Blood fiasco he's a pretty big FPS youtuber, he'd help get your name out there for sure
I'll definitely at least send him an email once it's nearing that level of completion
best of luck with your game, i need more style meters in my life
I'll make sure to check it out once it's done, looks Smokin' Sexy!
yooo this looks rad as fuck
can i turn the blood and gore off for max fps?
I'll make sure to add in the option to completely disable them, though currently there's an option that you can use to limit the amount of gore active at the same time if your performance dips because of it as well as the option to dictate how many of the blood splatters actually stain the environment
personally i'd recommend civvie more, if anything gmanlives' review of sigil, a doom mappack made by romero, has taught me about gman, it's that he doesn't really take time to sit down and appreciate things, or well at least not anymore
civvie's review of sigil was a lot more honest, inspired and funny, and i get the feeling civvie loves old school games much more than gman
I'm planning on doing that too but Civvie reviews new games much less often than Gman, so it's a lot less likely he'll take note
He did do a quick cover of Prodeus so maybe he'll able to do something similar too, and have a more in-depth one later down the road
That would be optimal but I still consider it unlikely
Though there's no harm in trying, of course
What are future plans for enemies? I'm not going to assume the ones in the video are all the final types, but the shotgun video demonstrates that you're effectively invincible if you don't stop bunnyhopping while circlestrafing. That kind of thing calls for enemy (or map) design that makes it harder for the player to do that. Otherwise, I think you run the risk of having the game become too easy once the player gets comfortable doing that.
Absolutely, I want the first levels to be simple and mostly geared towards getting players used to how the game works and how it should be played, with an occasional difficulty spike here and there.
The enemies will of course get more complex and varied as the game goes on (and I'm planning on adding difficulty modes that make enemies harder as is), but from watching the recordings of people who have played the game, the slow ramp up is essential and even with how easy it is once you get the hang of it, people die a lot while playing.
Should also be noted that I made these enemies so I know them like the back of my hand and they look a lot easier to kill and avoid the damage of than they actually are, especially in groups.
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