Welcome To Unsynced! A new Retro FPS game!


Hey everyone,

I'm thrilled to share some insights into the design process of Unsynced, my latest game prototype. Unsynced is a retro FPS that blends the best of 90s shooters with modern technology and mechanics, all built in Unreal Engine 5. Here's a behind-the-scenes look at how it all came together.


1. The Concept

The idea for Unsynced came from my love for classic FPS games like Doom and Quake. I wanted to capture that nostalgic feel while incorporating modern advancements to create a fresh, exciting experience. The goal was to design a game that felt both familiar and innovative.

2. Art and Music

A big part of the retro FPS charm lies in its art and music. I aimed to create visuals that pay homage to the pixelated, gritty style of the 90s but with a polished, modern twist. Using Unreal Engine 5 allowed me to incorporate Raytracing for stunning lighting and reflections, enhancing the overall aesthetic.

For the music, I composed tracks that evoke the energetic, adrenaline-pumping soundtracks of old-school shooters. The music needed to complement the fast-paced action and keep players engaged and hyped throughout their play sessions.

3. Gameplay Mechanics

The core gameplay mechanics are a blend of old and new. I wanted to maintain the fast, frenetic pace of classic FPS games while adding modern movement options like sliding, double jumping, and wall running. This combination allows for dynamic, fluid combat that keeps players on their toes.

The game revolves around a series of Time Trials. Each level is designed to challenge players' speed, precision, and strategic thinking. The time trial format encourages players to replay levels, perfect their runs, and strive for the best times.

4. Development Challenges

One of the biggest challenges was balancing the retro feel with modern mechanics. It was crucial to ensure that new elements enhanced the gameplay without overshadowing the nostalgic aspects. Playtesting and feedback were essential in fine-tuning this balance.

Another challenge was optimizing the game for performance, especially with the addition of Raytracing. Unreal Engine 5 provided powerful tools, but it required careful attention to detail to ensure smooth performance across different systems.

5. What's Next?

I'm excited to continue refining Unsynced based on feedback from players like you. Your insights and suggestions are invaluable in helping me improve the game. Stay tuned for updates, and don't hesitate to share your thoughts!

Thanks for joining me on this journey. I can't wait to see how you all tackle the time trials and experience the blend of old and new in Unsynced.

Files

Unsynced.zip 238 MB
13 days ago

Get Unsynced - Retro FPS Game

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