▲ 9 r/Guntlet+2 crossposts

In Guntlet, if you rev up the Turbgun for too long, you might end up repainting the walls.

u/ozzee289 — 4 days ago
▲ 9 r/Guntlet+1 crossposts

GUNTLET - Devlog #004 - Half Life Inspired Me!

So, I’ve been spending time lately watching Dario Casali’s Half-Life playthrough series. He was one of the original level designers at Valve and watching him revisit HL1 while breaking down his design choices is an absolute goldmine.

It also made me realize something staggering about Half-Life: Pipes. They are everywhere. Industrial, rusty, plumbing glory running along every single corridor.

My immediate late-night thought was: "What if I could just draw a pipe directly inside the editor?"

So I added that.

It's basically the same idea as the door system I talked about in the last devlog. You draw the shape, hit a button and you've got a pipe. No need to make a 3D model and import it.

And then came the Turb Gun.

I’ve always had a soft spot for the Tau Cannon, specifically that hypnotic little spinning mechanism in the middle while you charge shots. And I wanted that mechanical flavor in Guntlet.

The Turb Gun is rocking a small internal turbine that revs up and spins in real-time as you charge your attack. It's actually the first weapon in the game with a dynamic, self-contained animation.

...Oh, speaking of weapons, I also started working on the Chainsaw.

It’s raw, unpolished and not ready to be shown. But the core mechanic is already in: impalement. If catch another player dead-on, they get pinned in place, entirely helpless, while the teeth do the dirty work.

I'm sure this will lead to totally mature and responsible gameplay.

On the character front, I’ve been cooking up the female player model.

The first version looked pretty damn stupid, honestly. I was seriously considering dropping the idea but my wife likes playing female characters, so I gave it another shot.

It's much better now. Dario Casali mentioned in his playthrough that Half-Life's development relied often on a "you get the idea" philosophy. I'm still not a 3D artist, so there’s room for improvement, "you get the idea" is good enough for now.

A lot of the rest of the week has been the usual stuff: bug fixes, optimizations, improvements and a bunch of smaller things that aren't particularly exciting to talk about but make everything better.

The best news? The scales have finally tipped. I’m spending way less time building HyperCube (the engine) and way more time actually building Guntlet (the game). Right now, about 70% of my time is pure game dev.

This whole "Party Shooter" thing is starting to click in a big way. Every week I'm finding weird new ideas to throw in that emphasize the design philosophy.

There’s still a mountain of code to write, but for the first time, I can see the light at the end of the tunnel, the moment where I hand the build over to you guys, step back and watch the chaos unfold.

What crazy weapon mechanic should I steal from 90s-00s games next?

u/ozzee289 — 11 days ago
▲ 9 r/Guntlet+2 crossposts

GUNTLET - Devlog #003 - Couldn't Stop Playing My Own Game

Guntlet has become genuinely fun to play.

Lately, I've found myself launching a 5v5 or 8v8 Capture the Flag match, putting on some music and simply... playing. No debugging. No testing checklist. Just playing, because it's fun!

The movement feels exactly how I wanted it: fast, responsive and satisfying. Matches slowly descend into complete chaos as bodies pile up, blood stains spread across the map and every fight leaves its mark.

One of my favorite additions has been slippery blood pools. Blowing up a pile of corpses in front of a doorway isn't just hilarious, it's also a surprisingly effective defensive strategy. That's not a sentence I expected to write.

Another detail I love is that water gradually turns red as players die in it. Completely unnecessary? Maybe. Worth it? Absolutely.

I've also spent a lot of time improving the map editor. Most of those changes won't make exciting GIFs but they make building maps dramatically faster. Like the new Mirror Tool. Capture the Flag maps are usually symmetrical, so I can build one half of the level, press a button and let the editor create a mirror copy.

The new door system falls into the same category. The original engine didn't have one and I needed doors. So now it's ridiculously simple: draw the shape, press a button and congratulations... you have a fully functional animated door with collision, sounds and all the usual stuff.

HyperCube keeps getting polished too. Better editor tools, a proper environment editor, visual browsers, workflow improvements and lots of small QoL changes. They're the kind of features players will never notice, which usually means they're doing their job.

And I made the decision to postpone brand new player models for the first public build. As I've mentioned before, I'm a programmer not a 3D artist. The current placeholders do their job and I'd rather get the game into people's hands than spend months sculpting characters that I'll probably want to redo anyway. Once players get their hands on Guntlet and I know the gameplay is where I want it, that's when I'll invest in proper 3D artists.

There's still a mountain of work ahead and plenty of features I'm keeping under wraps for now.

So if you will excuse me, I will go play another match.

u/ozzee289 — 17 days ago

Retargeting a new model onto existing MD5 animations. Model looks broken

I'm working on a game using an old open source engine that originally only supported the MD5 model format. I wrote a new loader so the engine can also load glTF models.

The problem is that I'm a coder, not a 3D artist, so my knowledge of rigging, animation and skinning is limited.

All I want for now is a decent-looking character so I can release an early build on Itch.io, gather feedback and continue improving the game while I save up enough to hire a proper artist.

I got a glTF character and figured I'd simply animate it with Mixamo. It worked but I quickly realized Mixamo didn't provide everything I needed. I don't just need forward, backward, left, and right movement. My game uses a more complete movement system and the original MD5 animations that came with the engine already support everything I need and honestly look much better.

So I decided to try getting my new glTF model to use those existing MD5 animations instead.

Since I had no idea what I was doing, I tried asking AIs. It generated a series of Blender scripts to retarget the skeleton, rename bones and fit the mesh. The animations now play correctly but I'm getting some pretty nasty deformation artifacts.

The AI keeps insisting the problem is probably related to automatic weight painting, but at this point I'm not experienced enough to know whether that's actually the issue or if I'm missing something.

So I wanted to ask people who actually know this stuff:

Do these artifacts immediately suggest a particular problem? Is this likely a weight painting issue, a rig mismatch, bad bone orientations, or something else?

What are my options and/or fixes here? Any suggestions on what else I can try?

Thanks!

reddit.com
u/ozzee289 — 1 month ago
▲ 8 r/Guntlet+1 crossposts

GUNTLET - Devlog #002 - Meet HyperCube Engine

One question kept popping up after the first devlog:

"What exactly is HyperCube?"

Since Guntlet runs entirely on it, I figured it deserved its own devlog.

HyperCube is a game engine derived from Tesseract, which itself is derived from Cube 2: Sauerbraten. Those engines were originally built with fast paced arena shooters in mind, making them a fantastic foundation.

So why not simply use Unreal, Unity or Godot?

Honestly... because I wanted an engine that belongs to me.

Being based on an open source project released under the zlib license gives me complete freedom to shape it exactly the way I want. No unnecessary systems and no fighting against features I'll never use.

You may also be wondering where the name comes from.

It's mostly a legacy thing. The original engine was Cube, then Cube 2 Sauerbraten came and then we got the Tesseract fork. A tesseract is essentially a four dimensional cube. An hypercube is the family of geometric shapes that includes the tesseract, so it felt like the natural next step while keeping the naming tradition alive.

HyperCube is no longer just "Tesseract with a few modifications."

A large part of Cube 2 & Tesseract's code is still there but after countless fixes, upgrades, optimizations and entirely new systems, it has grown into its own engine. And it's still evolving.

One of the biggest changes has been modernizing the content pipeline.

The original engines relied on formats like MD3, MD4 and MD5, while Tesseract introduced IQM. HyperCube now supports glTF, which has become one of the industry standards for 3D assets. It makes creating and importing models much simpler and much more future proof.

Another major addition is the permanent GPU corpse system.

Instead of bodies disappearing after a few seconds, HyperCube can keep hundreds of corpses in the world while still allowing them to react to gameplay. Blow up a pile of bodies, and they'll fly across the arena just as you'd expect. That's one of the key technologies making Guntlet possible.

The map editor has also received a lot of love.

One of the things I loved about Cube 2 was how intuitive level creation is. If you've ever built something in Minecraft, you'll be alright. You simply place cubes directly in the world, in first person, then texture and refine everything afterward. There are more advanced tools available but the foundation remains incredibly simple.

A huge amount of work has also gone into optimization. One of my goals has always been to keep HyperCube lightweight, fast and efficient while still allowing for some pretty ridiculous things to happen on screen.

Ironically, one of the hardest features wasn't the corpse system or building the glTF loader.
It was permanent blood stains.

What I thought would be a relatively straightforward feature quickly turned into a rabbit hole of bugs and unexpected technical challenges. It took much longer than I anticipated, but finally getting it working felt incredibly satisfying.

Every time a new feature finally clicks into place after hours of debugging, it's hard not to smile.

I'm also really satisfied with how movement feels.

HyperCube inherited the DNA of classic arena shooters, but I've spent countless hours tweaking acceleration, jumping and movement until it felt just right. I genuinely think the movement system is good enough to support an eSport game.

There is still a long road ahead and HyperCube isn't "finished." Every day brings new improvements, fixes and ideas.

In the next devlog, we'll get back to Guntlet and take a look at everything that I've been working on since the project was first revealed.

u/ozzee289 — 2 months ago
▲ 25 r/Guntlet+7 crossposts

GUNTLET - Devlog #001 - 30th Quake Anniversary... Time to reveal Guntlet!

Today marks the 30th anniversary of Quake... It feels like the perfect excuse to talk about a project I've been quietly working on for quite some time.

So... meet Guntlet.

Now, before anyone jumps to conclusions, yes, it's an arena shooter at its core. But whenever I call it a Party Shooter and there's a reason for that.

Like a lot of you, I grew up spending countless hours on Quake and the games it inspired throughout the 2000s and 2010s. I have incredible memories of LAN parties, voice chats, making lifelong friends and staying up way too late playing "just one more match" with the boys.

Looking back at it, they were our meeting place. Some people met at the mall. Some went to the park. We met on a server. We'd laugh, joke around, pull off ridiculous plays and just enjoy hanging out together. Nobody cared about climbing ranked ladders or sweating every single match. We were there because it was fun.

That's the feeling I want Guntlet to bring back.

The game is built on classic arena shooter foundations, but instead of rewarding only raw skill, it also rewards putting on a show. Guntlet takes place inside a brutal televised sport where every arena is surrounded by a live audience watching the carnage unfold. The crowd reacts to everything you do and putting on a show is just as important as getting kills.

Pull off stylish mid air shots, Rocket jump across the arena, send an entire pile of corpses flying with a well placed explosion! Make the audience lose their minds. Because sometimes the coolest player isn't the one with the best aim.

The game runs on HyperCube Engine, (aka my engine, we'll talk about it later), and one of my favorite features is something that started as a technical experiment is Permanent Corpses and Stains. Meaning Bodies don't disappear. Blood doesn't magically clean itself up.

Matches slowly transform the arena into an absolute disaster, with hundreds of corpses piling up, permanent blood stains covering the floor and explosions sending body parts everywhere. The longer a match goes, the more it tells the story of everything that happened before.

I just think that's pretty cool.

Another feature I'm really excited about is the level editor. Instead of relying on complicated tools, maps are built by placing cubes, very much like Minecraft. If you've spent time building in Minecraft then creating custom arenas should feel immediately familiar.

As for development itself, HyperCube is mostly finished now. I'm still polishing and optimizing parts of it, but the engine and editor are in a really solid place. Right now my focus has shifted toward gameplay systems and creating the game's actual content.

Ironically, the hardest challenge hasn't been programming. It's been making the 3D assets. I'm definitely a programmer pretending to be a 3D artist, and it shows. That's also why everything you see right now uses placeholder visuals. The final art direction hasn't been decided yet, so don't get too attached to the current look.

The plan is to release a playable version on Itch.io sometime during 2026. My goal is simple: let people play it, gather feedback and see if the idea resonates. If people enjoy it enough, I'll keep expanding it and bring it to Steam.

One thing I can already say with confidence, though, is how happy I am with HyperCube's movement. After spending so much time tweaking acceleration, jumping and every tiny movement value imaginable, I've reached the point where no other FPS feels as good as Guntlet does. I genuinely love how it feels to move around in Guntlet. While my goal is not to make an esport game, just the movement alone feels worthy of being one.

At the end of the day, I don't want players finishing a match asking, "Who won?"
I want them asking, "Did you see what just happened?"

This is only Devlog #001, and it's not ready yet but I'm excited to finally share this project with you all.

More soon and if you'd like to follow Guntlet's development, consider following this subreddit. I'd love to have you along for the ride.

u/ozzee289 — 2 months ago

Evil Uno booking a 24 hours long battle royal against cancer.

Idk if this interests you guys, but Evil Uno is currently live streaming a show from his promotion, Mystery Wrestling, to raise money for cancer.

It's a 24 hour Battle Royal with more than 100 wrestlers expected, plus a rotating lineup of commentators throughout the entire stream.

https://www.youtube.com/watch?v=VQQor1aWrbw

---

Edit: He's aiming to raise $30K. If he reaches that goal, he'll have raised a total of $1 million across 12 editions.

u/ozzee289 — 2 months ago

Can I Reuse an Unreleased Steam Greenlight App for a Different Game?

Hello,

About 10 years ago, maybe even a little longer, I had a game accepted through the Steam Greenlight program. As a result, I got access to Steamworks and started setting things up but I never actually published the store page. Life got in the way, the project was abandoned and nothing was ever released.

I have two questions:

  1. Am I allowed to change the name of the project entirely?
  2. If that's allowed, could I also use that Steamworks app to publish a completely different game?

Since the store page was never published, I'm wondering if I could release something else under that store page.

The only thing that really existed was the original project name. Nothing was ever made public or released.

Thanks!

reddit.com
u/ozzee289 — 2 months ago

[DEVLOG] SHELLHACK - #006 - Back at Work

It's been a little while since the last devlog and there's a good reason for that: I took an extended break.

As a solo developer, I've learned that taking a step back from a project once in a while is actually pretty important. It helps with mental health, prevents burnout and sometimes it's the best cure for the dreaded blank page syndrome. The good news is that I've been back at work and development is moving forward again.

One of the areas I've been improving on recently is the in game terminal.

I've added new commands and improved the logic behind existing ones, including CP and MV. My goal is to make the terminal feel as close as possible to a real environment inspired by Linux and these additions bring the game one step closer to that level.

Vynamp Rework

Previously, Vynamp was integrated directly into the main game form. While that worked, it also caused a few annoying graphical issues. I've now moved it into its own dedicated form and rebuilt parts of it in the process.

To be honest, this is probably something that should have been done from day one, but better late than never.

I've also been experimenting with background music.

Some new tracks have been added and tested, but I'm still not completely sure whether they'll make it into the final game. Having the right atmosphere is important to me, so this is one of those areas where I'll keep iterating until it feels right.

A Side Project...

During my break from SHELLHACK, I wasn't completely away from development.

I've been working on my own FPS engine. It started as a fork of an old open source engine from 2004 but after countless upgrades, fixes, improvements and probably a questionable amount of caffeine, it's becoming its own thing.

I'll share more details about that project in the future. It's been a fascinating challenge so far and I definitely plan on releasing a game built with it, most likely on itch.io.

That's all for today.

Thanks for following the development of SHELLHACK and I'll see you in the next devlog!

p.s: please, go follow me on X at X.com/TheRedSig

reddit.com
u/ozzee289 — 2 months ago

What could give arena shooters a second wind in 2026?

I've been watching a lot of game development videos discussing Steam sales data and genre popularity. One thing that keeps coming up is that arena shooters seem to be one of the least attractive genres for indie developers right now. Some videos even rank them among the worst genres to release on Steam in terms of commercial potential.

That got me thinking about two questions:

  1. What features, mechanics, or ideas do you think could genuinely give arena shooters a second wind?
  2. What theme or setting would still feel true to an arena shooter while also feeling fresh? The classic gothic, bloody, industrial metal aesthetic of Quake, Unreal Tournament, and Doom has been done countless times. Cyberpunk feels equally saturated at this point, with seemingly every genre having its own cyberpunk version.

If someone were making a new arena shooter today, what would actually make you interested in trying it?

u/ozzee289 — 2 months ago

How Do I Transfer a Player Character to Another Company in TEW9?

Hey guys,

For this TEW9 save, I’m running 2 companies as 2 different players. I’ve kind of gotten bored of player 1's company, but I prefer the worker I’m using there.

What I want to do is move Player 1 into Player 2’s company. Player 2 would still own the company, but Player 1 would become the new booker. Then I’d have Player 2 leave the game so the CPU controls that worker instead.

Not sure if I’m explaining this clearly enough.

One idea I had was to leave the game with both players, then create a new player using the worker I want and assign them as booker of the company I want to run. But I don’t know if it’s possible to have no active players in the save, even temporarily.

The workaround I thought of was creating a third temporary player, using that player to keep the save active while the other 2 leave, then doing the switch that way.

Before I try it, does anyone know if there’s an easier way to do it?

reddit.com
u/ozzee289 — 3 months ago

Is this like the best FPS community?

So earlier, I posted a few newbie questions ( https://www.reddit.com/r/enlistedgame/comments/1tbq9bj ) and honestly I’m kinda impressed by how helpful and polite you guys have been.

I remember making this kind of post on Tarkov and being treated like a nuisance to the game, so this has been pretty refreshing. Add to that the fact that everyone seems to agree the game isn’t ridden with cheaters and I personally haven’t run into any yet either, at least I don’t think so.

So yeah, the Enlisted community actually feels pretty healthy!

That's all I wanted to say, have a nice day.

u/ozzee289 — 3 months ago

[New Player] A few questions from a n00b.

Hello everybody!

I just started playing 2 days ago and I’m enjoying it quite a bit so far. To me, it feels like old Battlefield had a baby with Red Orchestra.

Anyways, I had a couple of newbie questions:

  1. Is there any way to get Gold Coins for free.
  2. If not, can you still unlock fluff stuff like camos and uniforms without Gold Coins?
  3. Are TNT bricks completely bugged? Almost every time I use them, something pretty stupid happens.
  4. On PC, is there a way to see your ping?
  5. Can you block playing against console players? (Sorry, I just don’t like that they have aim assist.)
  6. Is the game in a good state regarding cheaters? Is it pretty clean or kinda ridden with them?
  7. If there’s 1 thing you wish you knew when you started, what would it be?
u/ozzee289 — 3 months ago

Hello!

My girlfriend and I want to start flipping some furniture (stuff from family) and this is the first piece I’m trying.

At first I figured it would be pretty straightforward: sand everything, paint the body, stain the top and swap the knobs.

But once I started looking closer, I realized the file cabinet isn’t solid wood like I thought. It looks like a mix of different wood materials and I honestly don’t know enough to identify them. I’m pretty sure it’s not press wood but beyond that I’m lost. Maybe some kind of veneer?

So I’m hoping to get some advice from people with more experience:

  • How can I tell what materials I’m working with?
  • If it’s veneer or mixed materials, is staining the top still a good idea or should I just paint everything?
  • Do I need to sand every surface before painting?

Any tips or guidance would really help. Thanks!

u/ozzee289 — 4 months ago