Hey guys Changelog: Attempted to fix default FOV bug, it should be 90 now Attempted to fix resolution reset bug, it should remember your choice Sorry for any inconvenience these bugs may have caused. I think it's fixed now, not sure exactly what went wrong or how I "fixed" it. Ag
Hey guys
Changelog:
Attempted to fix default FOV bug, it should be 90 now
Attempted to fix resolution reset bug, it should remember your choice
Sorry for any inconvenience these bugs may have caused. I think it's fixed now, not sure exactly what went wrong or how I "fixed" it. Again, apologies, I'm a massive moron. You could say as dumb as five morons put together. A Maroon 5 even.
Hey friends! Been another while since I last posted. I promised an update of sorts, and figured now might be a good time to do so. I am releasing a new game very soon, like either the end of October or beginning of November (if all goes well). Ultra Cop Yes it's called Ultra Cop
Hey friends!
Been another while since I last posted. I promised an update of sorts, and figured now might be a good time to do so. I am releasing a new game very soon, like either the end of October or beginning of November (if all goes well).
Yes it's called Ultra Cop lol. It's a Y2K style game set in the not too distant future where you control an advanced police officer equipped with a Mech, Riot car and destructive guns. It's a first/third person shooter, it's violent and very 1999. The idea was to make a game that feels like it could have been a launch title for the Dreamcast. It's a shorter experience than CARNAL and it follows the old-school style of semi-open maps that you can tackle in any way you want. It's also got 4 different soundtracks to choose from in-game. If this looks like you're sort of speed, please feel free to check it out!
Roadmap
Ultra Cop is the first of three planned, smaller scale games. The second game is a stealth-horror game in the vein of Thief with an authentic PSX style. I grew up playing Thief and Splinter Cell, always wanted to try making my own spin on it. Working title is Saturn's Gaze. The third one is still in the works, but most likely will involve vehicular combat in the style of Twisted Metal with an authentic PS2 style (if I can get it working properly). The plan is to release these three, then if everything works out, update CARNAL with a complete overhaul. A CARNAL Reborn, if you will lol. This update will probably have a selection screen where you can choose between the original and revamped version.
So the release roadmap is basically in this order:
Ultra Cop (2024)
Saturn's Gaze (2025)
Third unamed Car-Combat game (2025)
CARNAL Reborn (2025? 2026?)
The plan is to release smaller scale retro games, with unique styles and gameplay. Then bigger games, like CARNAL Reborn and PAGAN. If God keeps this little flame burning, then I will follow this course.
If this is not the sort of thing you're interested in I completely understand. I do plan on doing the bigger games, but they're gonna be a bit further out time-wise. I won't ever abandon the boomer-shooter crowd!
Why Are You Doing This? WHERE'S PAGAN?
Well friends, I'll be honest, I also don't quite know yet. This has been an exceptionally challenging year so far, and a few things got pushed to the side. PAGAN being one of them. There's a reason I was so quiet this year.
At the risk of oversharing and boring you to death, here is a summary: I had a few breakdowns that messed me up real bad. Had really dangerous mental states for weeks at a time, and at one point I even had to quit my job. Many aspects of my life were taking a hit, and game development was one these things. I had similar experiences throughout my life, but it reached a peak this year for some reason.
Never actively sought help, but things got so severe that I finally gave in and went to a mental health clinic to maybe help figure out what's going on. Turns out I have been living with undiagnosed Asperger's Syndrome. After getting therapy and resources, I had to take a step back, reassess my life, and make necessary changes to make things easier and managable so that I don't get burnt out and fall into a pit of depression and chronic anxiety.
This meant reducing work-loads and managing stress levels. Game development needed to follow suite, otherwise I'd never get anything done ever again. This is why there are three smaller games planned out instead of a big one. I'm pacing myself, trying new things and expanding my skill set, while hopefully at the same time reinvigorating my passion for game development.
The way I make games hasn't changed. If you liked CARNAL, you'll likely enjoy the new ones as well!
Conclusion
I can fully understand if this update did not impress. This is not how I wanted things to go since releasing CARNAL. I prefer being completely honest with you guys, instead of faking it and acting like everything is going well, when it obviously isn't, anyone can see something was amiss. I was living under the illusion that I was normal and trying to keep up with everyone and society as a whole, even if it never felt natural to do so, slowly killing my creativity and productivity. Maybe things will start to make sense after my explanation, the reason everything was so flaky and unpredictable over the years. It's because I'm a retard lol. Even though things didn't work out as planned, I don't intend on giving up on this game dev endeavor. If anyone can get some good times out of the things I make, then that's all that matters in the end.
Thanks for reading this far if you did, hope things are going well with you guys!
Hey friends! Been another while since I last posted. I promised an update of sorts, and figured now might be a good time to do so. I am releasing a new game very soon, like either the end of October or beginning of November (if all goes well). Ultra Cop Yes it's called Ultra Cop
Hey friends!
Been another while since I last posted. I promised an update of sorts, and figured now might be a good time to do so. I am releasing a new game very soon, like either the end of October or beginning of November (if all goes well).
Yes it's called Ultra Cop lol. It's a Y2K style game set in the not too distant future where you control an advanced police officer equipped with a Mech, Riot car and destructive guns. It's a first/third person shooter, it's violent and very 1999. The idea was to make a game that feels like it could have been a launch title for the Dreamcast. It's a shorter experience than CARNAL and it follows the old-school style of semi-open maps that you can tackle in any way you want. It's also got 4 different soundtracks to choose from in-game. If this looks like you're sort of speed, please feel free to check it out!
Roadmap
Ultra Cop is the first of three planned, smaller scale games. The second game is a stealth-horror game in the vein of Thief with an authentic PSX style. I grew up playing Thief and Splinter Cell, always wanted to try making my own spin on it. Working title is Saturn's Gaze. The third one is still in the works, but most likely will involve vehicular combat in the style of Twisted Metal with an authentic PS2 style (if I can get it working properly). The plan is to release these three, then if everything works out, update CARNAL with a complete overhaul. A CARNAL Reborn, if you will lol. This update will probably have a selection screen where you can choose between the original and revamped version.
So the release roadmap is basically in this order:
Ultra Cop (2024)
Saturn's Gaze (2025)
Third unamed Car-Combat game (2025)
CARNAL Reborn (2025? 2026?)
The plan is to release smaller scale retro games, with unique styles and gameplay. Then bigger games, like CARNAL Reborn and PAGAN. If God keeps this little flame burning, then I will follow this course.
If this is not the sort of thing you're interested in I completely understand. I do plan on doing the bigger games, but they're gonna be a bit further out time-wise. I won't ever abandon the boomer-shooter crowd!
Why Are You Doing This? WHERE'S PAGAN?
Well friends, I'll be honest, I also don't quite know yet. This has been an exceptionally challenging year so far, and a few things got pushed to the side. PAGAN being one of them. There's a reason I was so quiet this year.
At the risk of oversharing and boring you to death, here is a summary: I had a few breakdowns that messed me up real bad. Had really dangerous mental states for weeks at a time, and at one point I even had to quit my job. Many aspects of my life were taking a hit, and game development was one these things. I had similar experiences throughout my life, but it reached a peak this year for some reason.
Never actively sought help, but things got so severe that I finally gave in and went to a mental health clinic to maybe help figure out what's going on. Turns out I have been living with undiagnosed Asperger's Syndrome. After getting therapy and resources, I had to take a step back, reassess my life, and make necessary changes to make things easier and managable so that I don't get burnt out and fall into a pit of depression and chronic anxiety.
This meant reducing work-loads and managing stress levels. Game development needed to follow suite, otherwise I'd never get anything done ever again. This is why there are three smaller games planned out instead of a big one. I'm pacing myself, trying new things and expanding my skill set, while hopefully at the same time reinvigorating my passion for game development.
The way I make games hasn't changed. If you liked CARNAL, you'll likely enjoy the new ones as well!
Conclusion
I can fully understand if this update did not impress. This is not how I wanted things to go since releasing CARNAL. I prefer being completely honest with you guys, instead of faking it and acting like everything is going well, when it obviously isn't, anyone can see something was amiss. I was living under the illusion that I was normal and trying to keep up with everyone and society as a whole, even if it never felt natural to do so, slowly killing my creativity and productivity. Maybe things will start to make sense after my explanation, the reason everything was so flaky and unpredictable over the years. It's because I'm a retard lol. Even though things didn't work out as planned, I don't intend on giving up on this game dev endeavor. If anyone can get some good times out of the things I make, then that's all that matters in the end.
Thanks for reading this far if you did, hope things are going well with you guys!
Hey friends! It has been quite some time since I posted anything, hope you are all doing well. This announcement is not related to anything I do, rather it's about a huge step in the ongoing battle for games preservation. This is a call to European Union citizens. I don't have a
Hey friends!
It has been quite some time since I posted anything, hope you are all doing well. This announcement is not related to anything I do, rather it's about a huge step in the ongoing battle for games preservation.
This is a call to European Union citizens. I don't have a huge audience, but if some of my EU homies could help out, we'd all very much appreciate it!
I am not an expert, so please feel free to watch or read the above posted links!
What's This About?
If you haven't heard about it, Stop Killing Games is an initiative started by legendary YouTuber, Accursed Farms (Ross Scott), of Freeman's Mind and Game Dungeon fame. It's gotten pretty big, and we may have an actual chance to make a huge difference that will literally improve people's consumer rights world-wide!
He started this worldwide endeavour when it was announced that The Crew (made by Ubisoft) was going to have it's servers disconnected, leaving the game unplayable. Essentially 12 million players lost access to their game when the servers shut down, rendering the application useless and leaving said millions with useless plastic discs only fit for use as a coaster.
Unfortunately this is the destiny of many hundreds of games, especially live-service type games that require an always online connection to the developers/publishers. In fact dozens of games that were sold to gamers over the last 20 plus years have already been yeeted off into the void, never to be played or experienced again. Hell, there are single player games that require internet connections to operate!
Why Is This Important?
This is a huge customer rights violation, and because no laws exist to stop this from happening, more companies are moving towards this distribution model every day. They know there is nothing you as a customer can do, and they are completely taking advantage of it.
Companies can revoke access to a game you paid for, barring you from ever playing or experiencing it ever again, and you currently have no legal means of stopping that from happening.
This is also a sign of things to come in other areas of life, as this will set a precedent for what other companies can do in the future, outside of gaming.
Imagine buying a car that requires you to have a subscription to access certain normal features cars have had since the 90's. You don't have to, car manufacturers are already on that wave length: Hyundai Will Lock Some In-Car Features Behind a Paywall
Many developers have already come out against this initiative, expectedly. What I did not expect was the amount of gamers who also spoke against this movement, for God-knows what reason. Maybe they like the taste of someone's boot on their faces, I don't know. They probably also still wear masks, alone, in their cars.
Imagine not being able to play Duke 3D, Quake, Blood or any of the greats ever again. I first realized this was an issue with the two The Division games, two of my favourite games on PS4. Someday Ubisoft will also shut down those servers, destroying all that amazing work and art developers laboured over. All I'll have left is some screenshots and videos on my PS4 hard drive. This is wrong on every fundamental level, and is destruction of history and property.
That is the future that many in high positions want for us.
If we can stop this crap from continuing in gaming, we can pretty much stop similar things from happening in other sectors of the business world. Stop the infection at the source.
You have the sovereign right to keep and access that for which you have paid money for.
Extremely Important Information
To be clear, this is not an initiative to force publishers to keep servers online, rather it is to leave games in a playable state after server shutdown. Games need to be playable offline after publisher support ends, nothing less, nothing more. Kind of like how you can still play Unreal Tournament 1999 even though its official servers are long gone. Funny how this wasn't a problem 25 years ago ;)
Also this is not retroactive, meaning that games already sold won't be affected, they are dead forever. The initiative won't necessarily fix the problem, rather it is to get the EU parlaiment to address the issue and offer solutions. This isn't a law, but a call to action.
What Can I Do?
If you are an EU citizen, you can go to the website linked above, and follow the instructions, it shouldn't take more than 5 minutes of your time. If you are someone like me outside of the EU, you can spread awareness and reach out to anyone you may know in the EU.
While there are other options available for those in other nations, this one is the strongest. Tell as many people about this as you can, as the EU is the last hope for this movement.
I'm aware of the irony of asking this on Steam, a DRM heavy platform.
We have a once in a lifetime opportunity here friends, let's use itːsteamthumbsupː
I have some updates coming soon. Hope you guys are well! https://www.youtube.com/watch?v=O-fyNgHdmLI
Changelog: Added more invisible walls around levels to keep players from getting stuck out of bounds Reduced the Fish Monster enemies health even more, it used to have 500hp now it only has 250hp. Reverted some collision settings with regards to how the player could jump on enemi
Changelog:
Added more invisible walls around levels to keep players from getting stuck out of bounds
Reduced the Fish Monster enemies health even more, it used to have 500hp now it only has 250hp.
Reverted some collision settings with regards to how the player could jump on enemies, might still be weird at times, much liek the game itself.
Yeah Have a good day lads! https://www.youtube.com/watch?v=PCsGRCf8T9Y
Hey friends! It's been a while! Just wanted to share some progress news. PAGAN has been going through some major changes, and some things needed to be put on hold. Don't worry though, the game is still coming along, just not the way it used to. Doing this whole change wasn't easy
Hey friends!
It's been a while! Just wanted to share some progress news. PAGAN has been going through some major changes, and some things needed to be put on hold. Don't worry though, the game is still coming along, just not the way it used to. Doing this whole change wasn't easy, in fact it was extremely demoralizing.
Current Situation
The version I have been sharing with you guys through the updates earlier this year has been "cancelled", and I'll soon be showing the final version in the not too distant future. I'll go into the details below for those interested.
But like I said, not to worry as the version I'm currently finishing is actually the final one. I've already bought a Steam page for it, and when the game is nearing "completion" I'll post a link to it's page.
Here is a final build of the "open-world" version of PAGAN available to download: https://mercysoft.itch.io/pagan
I'm sharing it mostly as a curiosity, and maybe it can inspire others in their endeavors as well. It's obviously VERY unfinished, but it mostly works.
New Version
PAGAN will be a much more straight forward game than what I had originally planned. There are a couple reasons for that. Video of progress so far, still a lot more to do and put in (sounds, weapons, voices, etc): https://www.youtube.com/watch?v=PPIfCE4Cnbg
Screenshots from the 1st level:
This will be more of a direct sequel to CARNAL than anything else. It's better in almost every way, more sophisticated with better systems, animations and quality of life improvements. I'm giving the High Definition Render Pipeline another chance, a newer version at least. It looks light years better than the URP iteration. I am taking what I made for the earlier version and reusing them in a smarter, more tighly designed way, so nothing is going to waste.
What stays the same:
The player still controls Cyrus.
It's still the 1950's.
You still have a slow-motion ability.
You can kick doors, windows, objects and AI.
You can shoot dudes apart with 6 different destructable parts.
Only difference is it'll take place in various unique locations, with unique enemies and horror atmospheres.
Instead of "open-world", it'll be level-based like a regular boomer shooter.
Why the Change brother?
I'll be super honest bro's, I wasn't happy with how things were panning out. The longer I worked on it, the more I felt like I wasn't doing the concept/idea the justice it deserved. Not to sound dramatic, but I felt an idea like what PAGAN originally was demanded higher quality everything. Here are some reasons for the change:
The Universal Render Pipeline is lacking in basic features.
The rendering quality offered by URP was at odds with the lighting and volumetric effects .
In order to be engrossed by the environment, it needs to look convincing enough, and it wasn't.
The map is not rich enough detail/model complexity.
Open-world design is not a built-in feature of Unity, causing me to create tons of systems to make it work.
I was underestimating just how much knowledge and effort is required to make it work.
I felt that the game was not going to end up being what I initially imagined. Until I gain better tools, knowledge and experience, this version of PAGAN will be put on hold indefinitely.
Basically, if I had continued with this version it would have turned out as an embarrassing shitshow, and you guys deserve better.
Conclusion
Like I said, don't worry. This isn't like all the previous prototypes, this one will be finished. I'm a few months out from being ready to release, but it's coming along nicely with no issues. It runs well, plays good and is functionally better than CARNAL. I have a Steam page for it, and when it's close to release time, I'll let you guys know (if you're still interested after all these arduous months).
My communication skills are very rusty, so if you need any more info please feel free to ask!
Hey friends! This is a small update to "fix" an issue with the menu screen being broken with regards to aspect ratio/resolution changes. This is possibly only an issue that comes up if you are using an ultrawide monitor, where if you change from the default game resolution to you
Hey friends!
This is a small update to "fix" an issue with the menu screen being broken with regards to aspect ratio/resolution changes. This is possibly only an issue that comes up if you are using an ultrawide monitor, where if you change from the default game resolution to your native resolution, and then back again, the menu screen will dissapear.
I tried replicating it inside Unity with specific resolutions, and I still cannot for the life of me figure out why the engine straight up deletes the entire menu when this happens. Like Unity completely yeets it from existence and throws an error temper tantrum. My guess is it's happening engine-side and I have no access to it, almost like a black box of sorts. Anyways thanks to Draconomous III for pointing this out, as I had no idea this was even happening.
If this is something that happens to you as well, I have added a safeguard in the code to stop it, as well as a keybind that will reset the game's settings and possibly fix that from breaking the menu. This is also handy to just reset all settings to default. Simply hold down this combination of keys to reset your settings in the main meny: Left Shift + Left Control + Left Alt + D
I apologize if this comes up for anyone in the past, present or future!
Hey friends! I would feel remiss if I didn't at least acknowledge CARNAL's second year since release. Thanks for giving this obscure and silly game the time of day in the first place. As many of you already know, this was not a professionally developed game XD That being said, I
Hey friends!
I would feel remiss if I didn't at least acknowledge CARNAL's second year since release. Thanks for giving this obscure and silly game the time of day in the first place. As many of you already know, this was not a professionally developed game XD That being said, I know from feedback that many of you had fun with it, and that's all that matters! I truly appreciate all of the interactions we've had over these past two years, and please know that the game improved because of your input and advice!
I wish you guys all the best, and may you always have a steady supply of toilet burgers ːsteamthumbsupː
PS. Still working on PAGAN during freetime! https://www.youtube.com/watch?v=8mLT1HcfBiE https://www.youtube.com/watch?v=iTGtcLZkU9c
Hey guys Quick update to show how things are progressing. The past month has been spent on a Carnival area and smaller details in gameplay. Here is a video to summarize: This one took way longer than I initially thought it would, mostly because of real-world electrical issues and
Hey guys
Quick update to show how things are progressing. The past month has been spent on a Carnival area and smaller details in gameplay.
This one took way longer than I initially thought it would, mostly because of real-world electrical issues and the need for an ASSLOAD of unique assets that are only for the Carnival area. I had an enjoyable-ish time making it though, so no harm no foul. When I eventually get to designing the missions for each area, I'll need to make even more assets, so this is nowhere near finished, but it should give an idea. Here are some screenshots:
I'll be real dudes, sometimes I wonder if this whole thing is even worth it. A constant fear is the idea of spending all this time and energy on the project and then no one likes it or something.
I do personally believe the combat is very enjoyable, but whether or not that rings true for everyone remains to be seen. I'm doing my best to not have oversized areas like I had in CARNAL, as while it can give a nice sense of scale, it's not everyone's cup of tea. The mission areas will be much more compact and focused this time around, so hopefully theres Quality as well as Quantity. Who knows, hopefully it strikes a cord with players.
Hey guys This is an update simply to announce that I have been given the opportunity to partner with a boutique indie publisher, Tendokore. They're based in Poland, and they have published games on both Steam and consoles. Here is a link to their socials: Everything will be the s
Hey guys
This is an update simply to announce that I have been given the opportunity to partner with a boutique indie publisher, Tendokore. They're based in Poland, and they have published games on both Steam and consoles.
Here is a link to their socials: https://www.tendokore.com/ https://twitter.com/tendokore
Everything will be the same as it always has been, the difference being that Tendokore will handle all publishing aspects as well as marketing going forward. I believe this will give CARNAL a much better chance at exposure, and the wonderful people at Tendokore are highly experienced regarding business knowhow that I simply don't have :) This will also improve the chances for CARNAL to finally have profile features such as badges and Steam store stuff. The store page will reflect these changes over the next few days.
If you guys have any questions please feel free to ask them! Cheers
Hey dudes! It's about that time again, i guess? If these updates seem all over the place I apologize, I might be on some sort of spectrum. First off: Ideas and Suggestions Keeping in mind my terrible track record and complete lack of professionalism, what sort of stuff would you
Hey dudes! It's about that time again, i guess? If these updates seem all over the place I apologize, I might be on some sort of spectrum. First off:
Ideas and Suggestions
Keeping in mind my terrible track record and complete lack of professionalism, what sort of stuff would you guys like to see in PAGAN? I'm not fully sure what type of content the game will have, but I'm thinking of going places that CARNAL didn't. As a matter of fact, I'm thinking of adding things in the game that other boomer shooters don't have. Thinking of leaning into the horror aspect of the story, and while it will still be silly at it's core, the game will probably be pretty violent and dark. What sort of themes and content would you guys like to see in the game, or better yet, not see? Basically how far do you want me to go, or not go :D
Blood & Gore Systems
In the CARNAL 2 prototypes I had a much simpler gore system, where you could only destroy three parts of characters, being the head, upper body and lower body. It's been improved quite a bit, and you can now blow off their individual arms and legs too. It's not quite Soldier of Fortune levels of dismemberment, but closer to another game that also coincidentally inspired the controls for the game.
This is a basic example of how characters are set up. Left is the different parts, right is the solid gib pieces. In-game there are a ton of extra particles and smaller basic meshes that go along with these larger gibs.
"Systems" is probably too big a word to describe on and off switches. In PAGAN you can blow off limbs and eventually gib enemies. The plan is to have every AI on the active map be destructable, friend and foe, human or not. Only mission giving NPC's are spared from this horror :)
On a related note, PAGAN's general control scheme has been modeled after 2005's The Punisher by Volition. The gore system has pretty much been lifted from that game as well. If you've never played it, you absolutely should. It's WAY better than anything I'll ever make. I played that game religiously during my high school years :D
New Locations
I've added two mostly finished areas to the outskirts of the town, and managed to add border areas that function as backgrounds to tie them all together, at least that's the intention. Also added more detail and foliage where it looked too barren. Will admit that there are a crap ton of assets that still need to be made.
Making an entire small town seemed like a good idea at first. Guess it's starting to become clear just how much work that requires haha. Below is a YouTube video that mostly shows the blood and gore stuff, with the additional locations.
Anyways here are screenshots of the new areas: Hammond Gas Station
Crystal Falls Dinosaur Park
If you're from the USA, you might recognize where I got the inspirations from.
Interactables and Content Stuff
Was thinking of having the player collect money to use on vending machines and such. Like checking cash registers or picking up money found in buildings. Consumable items will give the player health, armour and replenish bullet time faster, kind of like how in the Build engine games you had a small inventory that you could fill with the stuff you collect during levels. So far the idea is that you can get health by using medkits, eating food and drinking soda. You can get armour by drinking alcohol and replenish bullet time faster by smoking cigarettes. Bit of a hare-brained concept but it I think it'll fit with the overall theme.
Soda Vending Machine
Cigatette Vending Machine
Cash Register
There are probably going to be various versions of these around the map that look different.
Guns
Right now there are only four guns in-game, but more are coming. The dual pistols, shotgun, tommy gun and an AR-15. If that last one seems strange, it's because it kinda is lol. I was researching period accurate guns and lo and behold, the ArmaLite AR-15 came out somewhere around '58 or '59, offically making it a 1950's gun. The US army later rebranded it as the M16 and scaled it down to use 5.56mm rounds in stead of 7.62mm. Long story short it's going back in the game.
This is the "heavy" machine gun for PAGAN. Certain enemies will use this against you as well. More weapons are on the way, and though this game is not striving for accuaracy, it will make sense for the time period.
Conclusion
How are things with you guys? How's the new year been treating you so far? You guys need to remember to make time for yourselves, especially with everything that's always going on these days. As cheesy as it sounds, always be true to yourself. Honest to the point of transparency.
Hey friends Remember when I said the previous update would probably be the last? Anyways this update serves as a way to show quick screenshots and video, and to let you all know that I suffocated my intense feelings of cringe and managed to make a developer profile on Twitter. I
Hey friends
Remember when I said the previous update would probably be the last?
Anyways this update serves as a way to show quick screenshots and video, and to let you all know that I suffocated my intense feelings of cringe and managed to make a developer profile on Twitter. I still don't know how it works but I'm going to start posting development updates there on a semi-regular basis as well. MercySoft Twitter
One of CARNAL's biggest problems is the fact that it had pretty much no marketing, and remains one of the most obscure boomer shooters out there. If you are one of the chosen few to have played it, you can congratulate yourself for being a hipster lol. Because of this I decided to start updating on some form of social media, just to begin raising awareness of PAGAN and maybe slowly gain an audience. Not sure how it'll work out but I'm gonna try ːsteamthumbsupː
PAGAN Update
South Africa is going through some bad energy-related issues, as in the government is turning off our electricity daily, and have been doing so for 15 years. It has come to a boiling point where for the past three months our electricity has been off for 10 hours daily.
Luckily I live in Cape Town where a different political party is in control, so they've managed to lessen the blow to the economy somewhat, but they can only do so much. Long story short I am trying to balance work and electrical down-time while making the game. The challenges have all been external so far lol.
Here are some screenshots with flavour text:
A top view of one half of the town map. Still not finished yet.
It might come as a surprise to you reading this, but I love billboards. Instead of using billboards to get a rise out of people playing, I'm rather gonna use them to paint just how ridiculous the 1950's era town of Crystal Falls really is. These are more for world-building and humour. I intend to offend people through other means lol.
This is an example of the type of references I'm putting in. I'll change the names on them before release for legal reasons but thought you guys might like this 1950's "game ad" billboard:
Crystal Falls is a town filled to the brim with hypocrisy paired with empty promises and fake smiles. The American Dream twisted. Basically a reflection of what was really happening in that time, but blown to the extreme with the Satanic invasion and all that :)
All locations you're seeing in these updates represent what they looked like before the town invasion, pristine and untainted. This shit will not be in a good way when you eventually play it. TRUST ME.
Look guys I don't need to remind you, I really don't make perfect or "good" games. I like to think that my games are shlocky fun times. I am trying real hard to make the best experience I can make. I'm not some artsy chode that's gonna bullshit you about how special or deep this game will be haha. Can't promise that it'll be a great game, but I do hope it'll at least be fun and memorable. Till next time friends ːsteamthumbsupː
Hey guys It's been a few months since the last update, hope you are all doing well! What's life like to you guys these days? The end of the year looming over the horizon is always a huge relief to a lot of folks, but at the same time a huge stress inducer cause things need to get
Hey guys
It's been a few months since the last update, hope you are all doing well!
What's life like to you guys these days? The end of the year looming over the horizon is always a huge relief to a lot of folks, but at the same time a huge stress inducer cause things need to get finished before then as well lol.
Hope you guys can each find the space and time to gradually relax and find closure on a very hectic year. For some reason this year in particular has gone by super fast for me personally, as if there isn't enough time in the day like there used to be.
I promised to only give you guys an update when I have something substantial to share, and I still stand by that sentiment. Difference is I kind of feel that enough progress has been made in the meantime to maybe warrant a quick update. You guys already know to take anything with a grain of salt, especially with my track record :)
I'm gonna share some screenshots and useless info below for anyone interested ːsteamthumbsupː
Project Restart
I'll be honest guys, I was pretty much out of ideas when the CARNAL 2 project didn't work out, and I wasn't really happy with the PAGAN project as a whole, and I had the feeling that the thing just wasn't unique or creative. It didn't feel good enough either.
I stepped away from the whole thing, and instead used my free time doing pretty much anything else. During this break I got "inspiration" for a better idea regarding the PAGAN project, and slowly started to iteratively build on it. I basically got these "new" ideas from playing other games, watching movies and reading weird shit :D
New PAGAN Story
This new version is a retro-styled, semi-open world First-Person/Third-Person shooter set in the 1950's. It's still basically the same plot I had planned since the beginning, but the focus has shifted somewhat. It still revolves around a bad thing happening in a town, Crystal Falls, and you the player being sent to deal with it. Difference is, the Realm Defense Force connection from CARNAL has been removed. The player character is still called Cyrus Richter (hope you like these corny early 2000's names).
Cyrus is a priest that has become disillusioned with the Church he used to serve in. Instead he now does a different sort of work, mostly involving the killing of nephilim, stopping secret societies and closing hell portals.
Weird shit right? Probably sounds familiar too :)
What's Cool?
Here are some bullet-point features of the new one:
Crystal Falls is an entire town, with each mission taking place somehere on the map.
Random events will happen during your travels
There is a dynamic weather system in place
The game uses Unity's Universal Render Pipeline...
..Which means PBR materials
True Volumetric Fog and lighting
There are NPC's from which you will get missions
The AI uses a factions system and will attack each other
The game uses a basic custom culling trick to save performance
The map will "steam" data as you move through it
Gonna go for cutscenes and hire voice actors for them
Violence, dismemberment and gore, and lots of it.
The game has bullet-time as a gameplay mechanic
Since CARNAL 2's issues, one of the major focus points for me was performance. I'm doing everything I can to ensure that PAGAN runs rock solid with perfect frame pacing. If you have a mid-range PC, I want you to get 200fps no problem. So far it's getting there, hopefully it remains the case going forward ːsteamthumbsupː
Because of this, some of the things I had planned needed to be reigned in as well. This means that while the map will be geometrically dense, it is mostly static. Sort of like how in GTA all buildings and most trees are solid as bedrock. That's mostly going to be the same for PAGAN. There will still be interactivity like in CARNAL, but nothing extravagant. Also I am considering the ability to drive in your own personal vehicle, to reduce travel times for those interested.
What's the Goal?
Simply put I want to make a game that is fun, atmospheric, funny, and possibly scary. A bigger emphasis on story, with exploration and sick gunfights.
The game inspirations for PAGAN are Quake, Max Payne, Alan Wake with a sprinkle of FEAR. Basically the games of my teenage years lol. The movie inspirations are Darkness Falls and Sleepy Hollow, which came from the same era.
In-Progress Screenshots
If you want to see semi-regular stuff, I try to upload to YouTube when I can. These are a bit old now, but should give a good idea of things.
Lots of words, again. I'm sticking with this one till it's done. Success or failure, doesn't matter. Should my Heavenly Father allow it, I'm gonna aim for early 2023, no matter how hard dark forces try to destroy the economy and everyone's livelihoods lol. When it's finished I'll put up a Steam page for it, basically when I'm doing final testing. This is probably going to be the only update on it, as I don't want to bother you guys with any boring stuff. Just know I'm gonna try muh best ːsteamthumbsupː
Changelog: Updated the game's Unity version from 2019 to 2021 I mentioned earlier the idea of updating the game for performance gains, and I had a lame Sunday afternoon, so I did just that. I wanted to kind of "finalize" the game, and thought this might be an adequate way to do i
Changelog:
Updated the game's Unity version from 2019 to 2021
I mentioned earlier the idea of updating the game for performance gains, and I had a lame Sunday afternoon, so I did just that.
I wanted to kind of "finalize" the game, and thought this might be an adequate way to do it. There may be some rendering artifacts and weird colour differences, and maybe there are things that got broken again, so please feel free to let me know if you come across anything out of the ordinary. Then again nothing's ordinary with this game lol.
That's that my friends! I'll still check in every once in a while to see if anything's busted, or try to help if someone has questions/problems, even if it requires small patches. Should the mythic day come when Valve decides that this game is worthy of Steam's full profile privileges, I'll for sure add those Steam cards, emotes, etc,
It's been a fun one! Thanks for giving this little project of mine the time of day, and most importantly, thank you all for being such cool and good-hearted individuals. Didn't do nothing to deserve having such an awesome group of people to chat with.
Heyo friendo's Changelog: Fixed the level timer. I pray it's fixed now! Fixed some missing textures The timer has been broken for quite some time, and I kept forgetting about it. It's hopefully in working order, even showing the miliseconds in like 3 digits for anyone in the spee
Heyo friendo's
Changelog:
Fixed the level timer. I pray it's fixed now!
Fixed some missing textures
The timer has been broken for quite some time, and I kept forgetting about it. It's hopefully in working order, even showing the miliseconds in like 3 digits for anyone in the speed department ːsteamthumbsupː
I mentioned earlier this year that I want to do one final thing for the game, like finalizing it in a way, and one of the ideas I had was to update the game's engine from Unity 2019 to 2021, as the newer versions just run WAY faster and have less engine-related hiccups.
Not sure how that would influence things, I think some of the maps will have altered baked lighting and some minor colour differences. If I can successfully migrate the thing and it looks mostly the same, I'll try and update the game in the name of performance gains.
I said recently I would stop with the whole updating thing, but thought it would be nice to let you guys know why the game has gotten a new update ːsteamthumbsupː
Hey! Friends.. How are you doing? So I've been pretty much super quiet, like that metal gear v dutch lady sniper that doesn't dress properly. Reason being that work has been taking up a lot of my time, and therefore minimizing the amount of work I can get done on the PAGAN. I can
Hey!
Friends..
How are you doing?
So I've been pretty much super quiet, like that metal gear v dutch lady sniper that doesn't dress properly. Reason being that work has been taking up a lot of my time, and therefore minimizing the amount of work I can get done on the PAGAN.
I can start to understand how this whole year so far has probably seemed like a stop and go. Starting something then ending it, nothing getting completed or getting close to release. I sometimes think you guys are probably getting tired of the whole thing. To be honest I'd also probably think I'd lost my marbles, or worse, I'm just a super unreliable dude lol.
Get to the point
With that being said, I thought it might be nice to share some of that unfinished tosh, all these prototypes I told you guys about, for you to test or just check out if you're curious, or think it might be interesting.
I didn't know where else to share the download so I decided to put it up on itch.io where it's super simple to download and access, hope that's okay. Here the link ma dudes:
https://mercysoft.itch.io/carnal-2-prototypes
It is a small collection of four prototypes.
The first one is the Doom 3 style render test. Has no game just an aesthetic test. LAME
The second is the early 2000's version, which is a small arena of Anak dicks to shoot.
The third is the failed and overly ambitious next-gen CARNAL: Reborn crap. Does not run well.
The fourth is the last thing I worked on regarding PAGAN. No game, just AI killing each other with the city as a backdrop. It uses a spectator cam that you can use to move around and look at my shitty modeling skills in all it's embarrassing glory.
My very own Duke Nukem Forever 2001 story! Sad part is that DNF 2001 is still better than anything I ever made. Here's the link for DNF 2001: https://archive.org/details/1652058670472
Conclusion
I decided that I'm gonna stop with the whole updating thing for now. It has done nothing but get peoples hopes up, and if it hasn't, it's gotten mine up and then down again, unrealistically thinking I can actually make something people will like.
I'm not gonna stop trying making games, but it might be wise to only share something when it's actually finished and worth talking about. I apologize for this whole year's useless information and failed projects, in hindsight it's quite unresponsible and inconsiderate to everyone who showed actual interest. I need to get my priorites straight with balancing work and the game development hobby thing.
Also want to thank you guys for sticking with my stupid ass even when I only brought dissapointment in the form of these lame updates. Let me know if these prototypes were fun to look at, and if they weren't, also let me know lol.
Right now I'm gonna step away from this whole thing for a while, as you guys honestly deserve better. There are better games, and even better developers out there. Maybe one day I'll actually share a "sequel" or game that is nice and ready to be shared. I've been pretty good at dissapointing people so far, might as well end it on a good one haha.
On a positive note, if it were possible I definitely would've wanted to hang out with you guys IRL at some cool restaurant or bar, even if I don't drink or smoke ;) I hope to see you guys on the flip side, and hope things are well with each of you! You dudes are cool and nice, true salt of the earth types ːsteamthumbsupː
Please don't take this as a negative thing. I leave you with an awesome song that always reminds me to forget about all the times things didn't work out and embrace the positive/good things in life!
Hey guys. I'll try to keep this update brief. Last update i mentioned a bunch of technical issues surrounding the CARNAL 2 game thing i was working on, and have ultimately decided to shelve the entire project, as the problems are completely out of my power to fix, at least for no
Hey guys. I'll try to keep this update brief.
Last update i mentioned a bunch of technical issues surrounding the CARNAL 2 game thing i was working on, and have ultimately decided to shelve the entire project, as the problems are completely out of my power to fix, at least for now. I'm quite persistent though.
I'm not a throw in the towel type so I have resurrected an old project that was on an external hard drive, which I called PAGAN at the time. I'm going ahead with that one, and what's cool is that all the engine problems that CARNAL 2 displayed are completely absent with this project, as it uses the Built-in renderer instead of HDRP.
What's a PAGAN?
A pagan is a worshipper of false idols. More specifically related to the game, it's a drug that is giving its users mutant powers and stuff. Problem is it corrupts the DNA over time, turning them into Nephilim monster things. This caused widespread chaos and crime to run rampant in the city of Crystal Falls, the place where the game will take place.
Where CARNAL was inspired by Quake, Redneck Rampage and Zombies Ate My Neighbors, PAGAN is based on ideas from Sin, Kingpin and Soldier of Fortune.
I am gonna try to make an open-worldish setting, where you do missions throughout the city, hopefully with cool stuff and scenarios playing out. As an RDF agent (like in CARNAL) you will side with the city police to try to regain control and wipe out the mutant/criminal threat, along with other weird shit popping up over playtime.
What is certain is that there will be gunfights in the streets with brutal combat. I can promise you that muchːsteamthumbsupː
Feature Goals
Pretty big city map
An actual story
Faction AI and warfare (already working)
Vehicles, or at least one for the player to use
Currency and shop for weapons/items/upgrades
Hopefully some form of cool environment destruction, like in Batman: Arkham Knight
Player and NPC voice acting
Secrets and collectables
Some of these are already in place, others still need to get in. None of these things are really difficult to make, I just need to do them in a way that's smart. We'll have to wait and see.
AI
I originally made the project to make my own version of bot matches, like you have in many older games. Difference here is that their navigation is not based on A* or Navmeshes, but honest-to-God old-school object avoidance. They have no knowledge of the environment, and will navigate around like they did in Doom 1993 or classic Build engine games, scanning their surroundings as they go. They literally have dozens of lasers that constantly check surroundings. The AI are like Google cars with guns. This is archaic and no-one really uses that anymore for obvious reasons.
I chose to do it that way to mimic the way AI behaved in the 90's, and I honestly couldn't be happier with results. Combat encounters just play differently and are much more unpredictable. I think Doom is still so popular because of the way enemies move and react to the player. Whether or not this was a good idea remains to be seen lol.
Rendering
PAGAN is going for a 1999-2000 look, so chunky models with lower res bilinear texture filtering. Character style is like a mix between Sin and Kingpin, with the environment taking cues from SoF. For "cutscenes" I'm gonna have their faces change textures like in Deus Ex and SoF to mimic faces talking :D
All characters have randomized appearances for their respevtive faction. All characters have destructable limbs, being the head, arms and legs, and can be completely gibbed with enough damage to the torso. Not as extreme as the Ghoul-engine, but interesting all the same. Something cool is that if a character gets shot in the head all their dialogue immediately gets cut off, for instance.
With the built-in renderer I can have like 20 AI characters on-screen shooting at each other without a single performance hitch, unlike CARNAL 2's HDRP setup.
Combat
First off; Headshots are instant kills on all humans, except if they are super armored. Every faction uses different weaponry, and every gun uses one of three or four classes of ammunition. Every gun has different stats, but weapon damage is determined by the type of bullet it uses rather than some arbitrary value (this is already in the game). Bullets and their damage values:
Small Rounds, 7 Damage, Yellow Tracer (MP5, P90, Tommygun, etc)
Medium Rounds, 14 Damage, Green Tracer (G36, M4, Rifles, etc)
Large Rounds, 50 Damage, Red Tracer (M250, Barret 50, NTW20, Machineguns, etc)
Explosive Rounds, 75 Damage, Blue Tracer (RPG, Grenade Launchers, etc)
Challenges and Conclusion
There are some challenges outside of making the game. Currently in South Africa we have an energy crisis, and our electricity is turned off nation-wide for upwards of 12 hours a day for the last week. This kind of African nonsense hampers progress like full on war. Nothing I can do about it though, solar is too expensive even for the richest of people here. All that being said this is what I got so far. Here is a video on how things currently fare, it's just gonna be straight work going forward. Let me know what you dudes think ːsteamthumbsupː
Sup guys This is a bit negative, but it's better to rip off the band aid quickly and move on. I have started to come across a lot of problems with regards to how the new project is shaping up performance wise. To put it lightly; Unity's HDRP is super dissapointing. Engine Trouble
Sup guys This is a bit negative, but it's better to rip off the band aid quickly and move on.
I have started to come across a lot of problems with regards to how the new project is shaping up performance wise. To put it lightly; Unity's HDRP is super dissapointing.
Engine Troubles
The performance hiccups started to pop up when I began planning out the combat encounters for each Train compartment. Before that the game would run at a locked 60 FPS and even over that on the maxed out quality settings, even with all the amount of props on-screen.
I wrote a few systems to improve performance even more, such as culling objects, rooms and lights when the player moves out of their range. This also doubled the frames, so everything was going pretty good all things considered.
But something about having more than one AI character moving around on screen just killed performance every time. I even tested this in an empty scene, and got the same stutters and dropped frames. For context, the AI isn't any more complex than the ones in the original CARNAL, only differences being they can strafe walk and show expressions on their faces now.
To make sure I wasn't crazy I even opened a few older projects with basic AI and simple scenes into the new engine and experienced the same problems. These older projects would run at 400-500 FPS when using the Built-in Unity renderer, but once I opened them in HDRP, they would drop to 20-30 FPS. If I had to guess, it would appear that HDRP has a bottleneck somewhere with regards to skinned meshes and animations, even more so if there are multiple agents on-screen animating at the same time, regardless of model complexity.
That's a huge problem, especially if you're trying to make a fast-paced shooter with multiple enemies on-screen.
HDRP is an amazing tool, don't get me wrong. But after countless tests and optimizations I cannot get the project to run at a locked 60 FPS in all scenarios. The in-game models are equivalent to 2010 era games and the AI code is comparable to 2001 era games. The only new thing is the modern lighting engine used in HDRP, which makes it look as good as it does. For reference I am using an AMD RX 6600, Ryzen 5 5600X, 16GB RAM and Nvme 2 solid state drive, so it's not the PC either.
HDRP has been in an experimental phase since 2018, and even though the performance has improved over the years, it simply still isn't ready for making fast-paced shooters. I think I now know why AAA developers don't use HDRP for new games. For as much as i don't care about Unreal Engine, I can see why it remains the go-to choice for the majority of developers, as Unity is just too far behind in terms of visuals vs performance. Also Unity as a company are slow to make improvements on their software, whereas Epic runs circles around them.
So What Now?
I am going to have to put this project on the back burner for a while, at least until Unity can sort their mess out. I am not trashing the project or the idea, but it's pointless to continue. I have been in a bit of a negative space because of this, seeing as I've sunk a ton of hours into this project, only to find out that the toolset cannot deliver on it's promises. You would need a super beefy PC to run this thing at a locked 60FPS, which is unrealistic, as I cannot expect everyone that plays this to have an RTX 3090 type PC. I am not going to downgrade the vision I had for the game, as that would defeat the purpose.
The whole situation sucks.
Wanna know what sucks even more? Most people didn't seem to care about the new high quality visuals either. I had more people tell me they prefered the look of the original CARNAL to the new one. So technically I was making a game no one really wanted too lol
You Got Anything Else?
I don't really know what to do now exactly. I have dug out the old PAGAN project from an external drive, but I'm not sure I people would be okay with that after seeing what I was trying to do with the new CARNAL. Also it would probably look like a schizophrenic development process.
Would a large scale combat game like this still be okay for you guys? I can genuinely understand if it's not. I originally stopped on it when both of my previous graphics cards died on the old PC, then I just never went back to it. I recorded a few minutes last night of what the PAGAN project was before I shelved it:
Hey, me again. Felt like sharing this week's stuff, so if you're in the mood for some screenshots you're in luck. I'll write some garbage afterwards if you're interested ːsteamthumbsupː This Week Here are some of the new stuff you can pick up. Cash for the pre-mission shop, Consp
Hey, me again. Felt like sharing this week's stuff, so if you're in the mood for some screenshots you're in luck. I'll write some garbage afterwards if you're interested ːsteamthumbsupː
This Week
Here are some of the new stuff you can pick up. Cash for the pre-mission shop, Conspiracies in a classified folder and easter eggs that you can collect for cash bonuses at the end of each level:
The Darkwater Railroad Co. Souvenir shop:
Seats for the cake shop:
Cake shop:
The restaurant details finally added:
Lounge details:
Bathroom details (more you can't see):
What the compartments look like with just their props and details, to give an idea of the density of detail I'm trying to maintain:
Still more to do if you can believe that :|
Where We At
So after this week I'll probably have the level filled out, with most prop mechanics being in place, such as interacting with inanimate objects like vending machines, cash registers, toilets, hand dryers, etc.
After that I have to finish the first level civilians and their animations, mechanics and systems. Nothing special actually, I want them strapped to bombs like in Manhattan Project:
That makes them an easy to understand mechanic, and part of the mission objective. In theory at least.
Still need to do the new guns as well as the player model.
Perspective
I don't mind telling you guys, I got a bit overwhelmed a couple of times. Just seems like so much stuff to complete, which I like don't get me wrong, but I did start having fears that I'll be putting all this time and effort in to making the best looking and playing shooter I can make... and then no one ends up playing it haha.
I mentioned a while back that the market is over saturated, and it seems I wasn't far off, with all these really good indie shooters coming this 2022, and the flood of big dick AAA games all coming out in 2023. Just seems like a tough thing to compete with, especially with it being just me, no marketing team or publishers.
After gaining some tiny gray hairs on my beard I said, "you know what, fuck it", and decided to change my attitude. The only thing that really matters is making the coolest game that I can, and letting the chips fall where they may. So what if I don't have a budget, marketing, publishers or social media. What matters is that I can look back one day and feel proud of what I made. That and making people angry with the higher quality billboards that the new one will have :D
If it seems like I'm being overly serious, I apologize, while I know i'm just developing a silly toy, I do take some pride in what i do, and I want to make right with you guys. That's the important part ːsteamthumbsupː
Speaking of social media, i did strongly consider making a twitter account to show progress and creating some awareness, but was quickly reminded of why the idea made me cringe in the first place. I don't know something about the people using it, their interspecies profile pics and pronouns. Let's just say I get the feeling that CARNAL would not be welcome there haha.
Conclusion
I probably forgot to share or mention something, but guess that's my problem. Hope you guys have a good weekend, and enjoy your lives my dudes. Till next time ːsteamthumbsupː
Also who needs money in the bank when you got true happiness? https://www.youtube.com/watch?v=JGY8r4mggPw&list=RDMMJGY8r4mggPw&index=1
Intro Hey it's that time of the whatever again. I am still going at it, and I'm gonna post a few tidbits here to keep everyone updated. I'm still on the first level, but only because of general asset creation, as well as ironing out the kinks and mechanics of the game. If you're
Intro
Hey it's that time of the whatever again. I am still going at it, and I'm gonna post a few tidbits here to keep everyone updated. I'm still on the first level, but only because of general asset creation, as well as ironing out the kinks and mechanics of the game.
If you're not in the mood for reading, here is a quick video to show general level progress. Please keep in mind that this is only to demonstrate what the first level is going to be like in terms of flow and atmosphere, it'll be like an easy intro/tutorial for the game. Nothing is obviously done and there is no combat yet, also most of the audio isn't in place either ːsteamthumbsupː
I am learning to be patient with the whole process as it gets frustrating not feeling like enough is getting done, but it is lol.
There are way too many things to share, so I'll try to show only a few.
Screenshots
The kitchen compartment of the train:
Mechanics from CARNAL like opening ovens and microwaves for health:
To give an idea of the level of detail the game is gonna have:
Food health items:
New stuff added
I have added a mostly complete backdrop for the train, and the scenery is indeed moving. I'm not sure how convincing it all is yet, so let's just say i might come back to it later haha. There are a ton of new assets, and this is why it has been taking so long for me to do another update. Sad news is I'm nowhere near finished. Good news is i can and will reuse the assets where it makes sense, maybe have them look slightly different to fool everyone ;) Like i said previously there are too many things to show in screenshot form, so i'll rather give a quick summary of the things:
Dozens of new Furniture models
Mechanics system in place for interactions
Culling system in place for streaming assets in and out of memory
Destructable objects system in place
Title of the game
I have decided (so far at least) to go with the name CARNAL: Reborn. Sounds cheesy yes, but I think it makes sense with what the whole game is going to be about more or less, story wise at least. Let me know what you guys think of that one. Also I'm thinking of slightly merging the concepts of an old project of mine, PAGAN, into the story of this new one. Maybe have you play as the RDF dude called Cyrus Richter or something like that.
Performance
Feel I need to mention this; so far it performs more than alright, keeping 60fps on my machine with the settings mostly maxed out. The only thing that might hinder this is the particles, but I'll try to make it an option in the hopefully improved settings menu where you can choose between good and performant versions of the particles in question, specifically with bullet impacts.
Conclusion
It's been busy again, and there were days where I couldn't work on it, so progress has been slower than I would have liked. I'm gonna be on the first level for while until most of the mechanics in the game is finished, then I can proceed to make to other levels. Also still need to redo the weapon models, civilian's need to be finished and the player character model needs to be in place as well. Updates might be more boring next time around, who knows.
I'm starting to understand why modern games take so long to make, its all the damn assets that need to be present in the game lol. Let me know what you guys think, and have a nice week ːsteamthumbsupː