So excited to finally announce SPRAWL zero!
We've been working on this in secret for the past couple of years! We're taking a leap forward to the 2000s, inspired by the era of classics like Halo!
// Y2K is back //
IT'S TIME!
Today we are proud to announce the next chapter in our universe: SPRAWL zero.
Inspired by classics like Bungie's Halo and Marathon, as well as Half Life 2 and anime from the era, this is our love letter to the golden years of FPS.
Y2K is back.
@simplex_fx 50iq: Printf is the best debugger ever.
100iq: Printf is for retards.
150iq: Printf is the best debugger ever.
You hit a point where it circles back around.
@seth_man@Tenacious_Diaz You were misinformed before and yet you insist on telling the guy in the room with the actual experience "they will be fine".
Your hubris is impressive, I'll give you that.
@SupremeUEFN@UnrealEngine Transactional operations for networking and rollback. Deeply difficult to implement normally but seems like verse has been built with this from the ground up.
The SPRAWL zero demo is OUT NOW!
We're thrilled you can finally get your hands on the demo on Steam now!
To let you fully dive in, we’ve included the first two levels: The Graveyard and Buried.
So much hard work from everyone here at MAETH, building the game of our dreams!
I’m looking for players who have:
• A love for Y2K era shooters.
• Vibes for 2000's breakbeat, trance, and DnB music.
• The strength to survive in a broken cyberpunk dystopia.
• And strategy to use cybernetic enhancements and gravity manipulation.
This is SPRAWL zero!
@Maple___s2@chhopsky We've mitigated almost all of the shimmering issues with careful material authorship.
There are a couple of scenes in the game that suffer but 99% of the experience is CRISP.
@jnvcia@SPRAWLfps If it wasn't Unreal we'd probably be on Godot.
Consoles are still a pain over there but I've got a decent amount of experience with contributing and modifying Godot.
@jnvcia@SPRAWLfps All consoles supported for free...
And nothing I'd write would rival what @kronok has pulled off with the Scythe plugin. The freedom it gives the level designer & artist in-engine is only really rivaled by Hammer 2.
I'd love to write my own engine, doesn't make sense here.