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Anathema – Devlog 1

Because the Anamthema prototype is still ongoing I decided to move its progress to a move dev log style format. It will also make it easier to share new features etc.

A retro FPS with gameplay and an aesthetic that takes me back to the early PC FPS games but with a modern twist. The game will feature high quality lighting and effects while using sprite-based enemies, weapons, characters and props, placed in a fully 3D environment.

Aiming will take a backseat in the game and the gameplay will focus more on movement and weaving through enemy fire.

The intended gameplay will focus more on forward momentum and player resource management. The player will fire fast weapons while the enemies will fire more slow moving projectiles. Additionally, the game will not be linear and will focus on light environment puzzles, minor back tracking and exploration.

The prototype is entire build in Unreal 5.4 using C++. The first iteration was main meant for setting up the sprite based tech and figuring out a working pipeline.

The weapon is a Flipbook that has two sprite animations rendered within Blender. The enemy sprite set taken from the game Hexen but will be replaced later by sprites of my own.