Level Design, Modeling, news

Creating the playgrounds for Shotgun Samurai

Greetings my fellow retro gaming lovers! It’s time for another article because I’ve been quite busy the last couple of weeks working on our brand-new retro FPS called Shotgun Samurai.

The lack of sharing content during this period doesn’t mean I haven’t been hard at work. We’re still setting the ground rules for our game and are in the experimenting phase, testing out ideas and soon some gameplay once we’ve established a good base.

All of this takes time and unfortunately there are too few hours in a day to do everything I want so I’ll have to put some more focus on the design part and a little less on the gaming part for the time being. I’m planning to create a game development VLOG on my YouTube channel as well as live streaming my work on Twitch.

So far I’ve been able to create a first small test map in the 3D-modeling program Blender using a special technique where I first make the map in GZDoom and then convert it to a model. I will put out a video soon where we take a closer look at this process and the possibilities. Below you can see a screenshot of our testing grounds in Blender.

The map I made in GZDoomBuilder imported into Blender

If we can fully adopt this technique for our game, it will speed up the level building process immensely. The map is fully modifiable in Blender so we can go way beyond the limitations of the GZdoom engine before importing it into Unreal Engine 4.

There are some exciting times coming so if you want to be kept fully up-to-date on the lastest news you can join the Shotgun Samurai Discord. Hope to see you there and remember, stay retro!

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