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Hi there! I'm Guillermo, co-founder of Cremagames, and I want to present you our new game. It's called Immortal Redneck and it's wacky as it sounds.
THE BASICS
Immortal Redneck is a FPS set in Egypt with roguelite elements: random generated floor layouts, permadeath, different classes with their own abilities, a skill tree to grow and lots of weapons and abilities. The setup is very simple: the redneck won a trip to Egypt, but after some random event, he ended up mummified and shooting mythological monsters inside some enormous pyramids while trying to understand what the hell is happening.
The game will launch around Q4 2016 in PC (and with a bit of luck, in consoles, too) and mixes old school FPS gameplay, like quick controls and projectiles shooting monsters, with all I told you just before. You buy upgrades and skills with gold, but money can only be spent outside the pyramids. Each time you die and regenerate in your sarcophagus, you have to spend it all, either paying the merchant for new stuff or offering it to the gods under the literal skill tree.
INSPIRATION
Our main references are Ziggurat and Rogue Legacy, but there are bits of other roguelites here and there as well as some old school shooters. There is also some Serious Sam in Inmortal Redneck because, you know, Egypt. Each class has their own skills, stats and weapons, and there is also a literal skill tree outside the pyramids, so you could say there is some RPG elements too. We have nine different classes in mind right now.
UNITY 3D
Immortal Redneck is being developed in Unity. We have some experience with it and we feel comfortable enough with the engine. We have a very cool sand simulation and we are trying new stuff every day that can help us with the light simulation. I'll try to show you some as we progress because we are building some tools by ourselves and I think we need the feedback.
WHAT WE'VE DONE ALREADY
We've been showing some stuff already in Twitter, Facebook and other forums like IndieDB, TigSource or Polycount, but I'll give you a nice, fast tour to what we have already shown.
In first place, the two first guns and the first type of explosive. We want them to have a lot of personality, so we wrote some wacky background for them and we gave them silly names. We called the handgun is Grandpa; the shotgun, Mr. Tickles; and the dynamite is Dina. More about them here.
Now, we have already finished four enemies. We've shown two of them: the Warrior, a big, slow melee hulk; and the Archer, a kind of dodgy ranged enemy with good distance and a better aim. More about the Archer here and more about the Warrior here.
Here's our sand rendering shader. We are really proud of the results, whatever you use it on the floors or as a effect on enemies or objects.
We also have our own map generation algorithm. We explained it here, but basically, we generate rooms, we link the doors in those rooms in a very specific and random way and we create huge layouts. The rooms themselves are designed by us, so not everything is procedural, only the map design. Here's a cool animation of how they are created and interconnected.
And finally, screens! It's just a pre-alpha, so there's room for improvement!
And some very rough gameplay
SOME ARTWORKS
If you are really curious about our game, just ask away or read our devlog. I'll answer you gladly, and I'll also love any suggestion or critique you make. That's why we are here, isn't it?