.: tastyspleen studios proudly presents :.                                    
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          ║░   █     ░░                                 ░                                              ║          
          ║    ░                       .: REVELATIONS AND ASPIRATIONS 1.1 :.                           ║          
          ║                                                                                            ║          
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          ╔════════════════════════════════════════════════════════════════════════════════════════════╗          
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          ║                                                                                            ║          
          ║              Midnight Guns is a tactical, competitive FPS built from a love of             ║          
          ║                 crunchy gunplay, kung-fu cinema, and multiplayer hijinks.                  ║          
          ║                                                                                            ║          
          ║         The game is set in New York City in the near future, which has largely been        ║          
          ║        abandoned due to a series of natural disasters, flooding, and radiation leaks.      ║          
          ║          Gangs struggle against each other for control, at best maintaining a paranoid     ║  
          ║                          survival. All the while, a greater threat looms.                  ║          
          ║                                                                                            ║          
          ║                        In a typical match, teams of 4 eliminate each                       ║          
          ║                           other over the course of several rounds,                         ║          
          ║                  altering the state of the environment in meaningful ways:                 ║          
          ║                       barriers are demolished, vehicles are immolated,                     ║          
          ║                                 and machinery is activated.                                ║
          ║                World persistence tells a story over the course of the match.               ║          
          ║                                                                                            ║          
          ║                          The following document details our current                        ║          
          ║                           status, goals, and development roadmap.                          ║          
          ║                                                                                            ║          
          ╚════════════════════════════════════════════════════════════════════════════════════════════╝          
          ╔══                                                                                        ══╗          
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          ╔════════╗══════════════════════════════════╗╔════════╗══════════════════════════════════════╗          
          ║        ║                                  ║║        ║Eliminate the other team!             ║          
          ║ Join a ║Either casual drop-ins via browser║║ GET EM ║The map state resets at halftime,     ║          
          ║ SERVER ║or organized match servers        ║║  ALL   ║including items and destroyed objects.║          
          ║        ║                                  ║║        ║                                      ║          
          ╔════════╗══════════════════════════════════╗╔════════╗══════════════════════════════════════╗          
          ║        ║10 Gangs, 2 in a match.           ║║        ║Hockey sticks, dynamite, molotovs,    ║          
          ║ Join a ║Gangs have distinct models and    ║║Pick up ║alive rats. Dead rats.                ║          
          ║  GANG  ║sounds, but play identically      ║║ STUFF  ║                                      ║          
          ║        ║                                  ║║        ║We could go on.                       ║          
          ╔════════╗══════════════════════════════════╗╔════════╗══════════════════════════════════════╗          
          ║        ║6 primaries,                      ║║        ║Get a boost, take the high ground.,   ║          
          ║ Pick a ║each occupying a specific role.   ║║  KICK  ║go hella fast, but don't              ║          
          ║  GUN   ║A backup pistol comes free!       ║║up WALLS║break your legs!                      ║          
          ║        ║                                  ║║        ║Landing in puddles or on cars helps!  ║ 
          ╔════════╗══════════════════════════════════╗╔════════╗══════════════════════════════════════╗          
          ║        ║Everyone has two slots for Gear.  ║║  Grab  ║Near the end of a round, a SUPER ITEM ║          
          ║ Select ║Kevlar, laser sights, milk, etc.  ║║ SUPER  ║spawns to help you win the fight,     ║          
          ║  GEAR  ║Gear and Guns can be swapped      ║║ ITEMS! ║or aid you in the next round.         ║          
          ║        ║freely every round!               ║║        ║Don't let the other guy get it!       ║          
          ╚════════╝══════════════════════════════════╝╚════════╝══════════════════════════════════════╝          
                                                                                                                  
          ╔════════════════════════════════════════════════════════════════════════════════════════════╗          
          ║                                                                                            ║          
                                                                                                                  
                ▒▀▀▀▓                                                                                             
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          ║                           The project started in 2022 as a movement                         ║         
          ║                          demo, aiming to recreate the strafejumping                         ║         
          ║                              and ramp boosts of classic shooters.                           ║         
          ║                                                                                             ║         
          ║                    This quickly grew legs as we bolted on bespoke assets,                   ║         
          ║                and a fully playable alpha accompanied our 2024 Patreon launch,              ║         
          ║                       which allowed us to establish a player base that                      ║         
          ║                   is actively competing, making maps, and providing a lot of                ║         
          ║               insight for how the game handles both casual and organized play.              ║         
          ║                                                                                             ║         
          ║                 In terms of core gameplay, Midnight Guns is a complete design.              ║         
          ║                                                                                             ║         
          ║           We (and our players) love the way guns work, how our movement feels, and          ║         
          ║                              how all those systems blend together.                          ║         
          ║              There is a lot of content to generate and polish, but it is within             ║         
          ║                    the context of a game that we already thoroughly enjoy.                  ║         
          ║                                                                                             ║         
          ║             We’re aiming for a deep game with a lot to learn and a lot of reward for        ║
          ║            dedicated competitors. That said, accessibility is crucial, and we’ve been       ║ 
          ║                  fortunate to see players from many backgrounds and skill levels            ║ 
          ║                                enjoy what we have built so far.                             ║         
          ║                                                                                             ║           
          ║                                                                                             ║         
          ╚═════════════════════════════════════════════════════════════════════════════════════════════╝         
                                                                                                                  
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          ║                             ▀■▄▒                                                            ║         
          ║                                                                                             ║         
          ║                              -[  .:   NOLIFES TEAM   :.  ]-                                 ║         
          ║    ╔════════════════════════════════════════════════════════════════════════════════════╗   ║         
          ║    ║ ALEX POPA.......... JEHAR.......... CREATIVE LEAD.......... FULL-TIME              ║   ║         
          ║    ║ AUSTIN MATTHEWS.... CLASSY......... GAMEPLAY PROGRAMMER.... FULL-TIME              ║   ║         
          ║    ║ SAMUEL PIPER....... REKI........... ENGINE PROGRAMMER...... CONSULTANT             ║   ║         
          ║                                                                                             ║         
          ║                     -[ ++ OUR NETWORK OF COMMISSIONED CONTRIBUTORS ++ ]-                    ║         
          ║    ╔════════════════════════════════════════════════════════════════════════════════════╗   ║         
          ║    ║ RISTO HÄMÄLÄINEN... RIISI.......... 2D ILLUSTRATION / 3D PROPS / ENVIRONMENTS      ║   ║         
          ║    ║ TAYLOR DAVIS....... GRIMM.......... WEAPON MODELS                                  ║   ║         
          ║    ║ ERIKA LYNN......... CODEXA......... ART DIRECTION / CHARACTER DESIGN / CONCEPT ART ║   ║         
          ║      JAMES BREWER....... UPLINK......... VOICE / FOLEY                                      ║         
          ║                                                                                             ║         
          ╚═════════════════════════════════════════════════════════════════════════════════════════════╝         
                                                                                                                  
          ╔═════════════════════════════════════════════════════════════════════════════════════════════╗         
          ║                                                                                             ║         
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                                       ▒▄▄▄■▀                ▒  ▓         ▀■▄▒▀■▄▒        ▀■▄▒                    
          ║                                                                                             ║         
          ║                   Partially through intended design, partially through                      ║         
          ║              discoveries over countless matches, we've discovered the things                ║         
          ║                     that are fundamental to how Midnight Guns plays.                        ║         
          ║                                                                                             ║         
          ║                         These have become our guiding signposts:                            ║         
          ║                                                                                             ║         
          ║                                     -[  SURPRISE   ]-                                       ║         
          ║                   Between gun knockback, ramps and wall boosts, object                      ║         
          ║                interactions and throwable weapons, every fight in Midnight                  ║         
          ║              Guns can and will go sideways. There ought to be elements that                 ║         
          ║                 compound to make players laugh (or scream) from the sheer                   ║         
          ║               kinetic chaos. This also means that there are always options,                 ║         
          ║                    for both new players and veterans, in every round.                       ║         
          ║                     Something new to try, something funky to attempt.                       ║         
          ║                                                                                             ║         
          ║                                    -[  GRANULARITY  ]-                                      ║         
          ║              A lot of us come from the older set of shooter enthusiasts that                ║         
          ║               care a hell of a lot about input latency, sensitivity curves,                 ║         
          ║              and frame timing. The first thing anyone will notice when first                ║         
          ║              touching Midnight Guns will be the way movement and guns feel.                 ║         
          ║                  Which is important, because moving and shooting are the                    ║         
          ║                predominant verbs. They'd better be fun every single time.                   ║         
          ║                                                                                             ║         
          ║                                    -[  READABILITY  ]-                                      ║         
          ║                  One of the biggest lessons 16-bit-era games (especially                    ║         
          ║                  fighters) have to teach us is in conveying information                     ║         
          ║                visually, giving important feedback and making every action                  ║         
          ║               feel satisfying. Hit animations, sound effects, all of these                  ║         
          ║               should deliver as much tactical info as quickly as possible.                  ║         
          ║                This extends to keeping the UI simple, the number of binds                   ║         
          ║                needed to a minimum, and maintaining visual balance between                  ║         
          ║                            game objects and the level design.                               ║         
          ║                                                                                             ║         
          ╚═════════════════════════════════════════════════════════════════════════════════════════════╝         
                                                                                                                  
                           ▒▀▀▀▓   ▒▀▀▀▓                                   ▒▀▀▀▓                                  
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          ║                █   ▀▀▀▀█   ▀▀■▄ ▄■▀▀▀▀▀▓        ▄■▀▀▀■▄ ▄■▀▀▀■▄█   ▀▀▀▀▓                    ║         
          ║                █   ▓▀▀▀█   ▓  ▐▐▌  ▓   ▓       ▐▌  ▓  ▐▐▌  ▓  ▐█   ▓▀▀▀█                    ║         
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          ║                ▓   ▓   ▓   ▓   ▓   ▀ ▄▄▀       ▐▌  ▓   ▓   ▓   ▓   ▓   ▓                    ║         
          ║                ▒   ▒   ▒   ▒   ▒   ■▀          ▒   ▒   ▒   ▒   ▒   ▒   ▒                    ║         
          ║                ░   ░   ░   ░   ░   ░ ▄■▄       ░   ░   ░   ░   ░   ░   ░                    ║         
          ║                █   █   █   █   █   █▀  █       █   █   █   █   █   █   █                    ║         
          ║                ▐▌  ░  ▐░   █   ▐▌  ░   █       ▐▌  ░  ▐░   █   ▐▌  ░  ▐▌                    ║         
          ║                 ▀■▄▄▄■▀▒▄▄▄░▄▄▄▒▀■▄▄▄▄▄█        ▀■▄▄▄■▀▐▌  ░    ▀■▄▄▄■▀                     ║         
          ║                                                         ▀■▄▒                                ║         
          ║                                                                                             ║         
          ║           Midnight Guns exists in a grimy, unsanitary and under-serviced city.              ║         
          ║                                                                                             ║         
          ║              Our art style reflects this while calling back to palette-based                ║         
          ║            rendering techniques from the 8-and-16-bit days. Colors are managed              ║         
          ║            with custom per-material lookup tables that react dynamically with               ║         
          ║              environmental lighting. Additionally, characters and items are                 ║         
          ║             shaded with outlines and dynamic halftones to help them stand out               ║         
          ║                                   from the environment.                                     ║         
          ║                                                                                             ║         
          ║               Ask jehar for details on any of this; he'll be happy to bore you.             ║         
          ║                                                                                             ║         
          ╚═════════════════════════════════════════════════════════════════════════════════════════════╝         
                                                                                                                  
                                                                                                                  
                                                                                                                  
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          ║               █   █   █   █   █   █   █       █   █   █   █   █   █   █   █   █             ║         
          ║               ▓   ▓   ▓   ▓   ▓   ▀ ▄▄▀       ▓   ▓   ▓   ▀ ▄▄▓   ▓■▀▀▓   ▓   ▓             ║         
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          ║               █   █   █   █   █   █▀  █       █   █   █   █▀  █   █▀  █   █   █             ║         
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          ║                ▀■▄▄▄■▀▒▄▄▄░▄▄▄▒▀■▄▄▄▄▄█        ▀■▄▄▄■▀ ▀■▄▄▄▄▄█▀■▄▄▄▄▄▒▄▄▄░▄▄▄▒             ║         
          ║                                                                                             ║         
          ║           The need for fast reactions and immediate gunplay isn't the only                  ║         
          ║           lesson we've learned from Quake over the years. We also highly value              ║         
          ║           the oldschool philosophy in terms of engine design as well:                       ║         
          ║                                                                                             ║         
          ║          .: Lower asset fidelity helps keeps objects readable at a distance,                ║         
          ║           and also keeps the minimum specs for the game low. We want Midnight               ║         
          ║           Guns to be enjoyed at high framerates by everyone.                                ║         
          ║                                                                                             ║         
          ║          .: Maps are compiled from standardized formats, authored with                      ║         
          ║           well-established tools like Radiant and Trenchbroom. We want as few               ║         
          ║           barriers as possible when it comes to players creating content.                   ║         
          ║                                                                                             ║         
          ║          .: Similarly, modding is vital; player-generated content will keep                 ║         
          ║           the community alive far beyond even the best official support. Many               ║         
          ║           aspects of the engine are designed to be modular and swappable,                   ║         
          ║           including assets and game modes.                                                  ║         
          ║                                                                                             ║         
          ║          .: The reliable client-server framework makes it trivial for players               ║         
          ║           to spin up their own servers.                                                     ║         
          ║                                                                                             ║         
          ╚═════════════════════════════════════════════════════════════════════════════════════════════╝         
                                                                                                                  
                        ▒▀▀▀▓   ▒▀▀▀▓                        █▄▄▄    ▒▀▀▀▓                                        
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          ║    ░        █   █   █   █   █   █   █            ▓   ▓   █   █▄■▀▀   █   █   █              ║         
          ║             ▓   ▓   ▓   ▓   ▓   ▀ ▄▄▀            ▒   ▒   ▓   ▐▌  ▓   █   ▓   ▓              ║         
          ║             ▒   ▒   ▒   ▒   ▒   ■▀               ░   ░   ▒   ▒   ▒   ▒   ▒   ▒              ║         
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          ║                                                  ▒  ▓     ▀■▄▒                              ║         
          ║                                                                                             ║         
          ║   We currently enjoy a large pool of content that keeps our players                         ║         
          ║   going. This includes maps, both official and player-made,                                 ║         
          ║   weapon skins, and gameplay modes to support a variety of team sizes                       ║         
          ║   (including solo play).                                                                    ║         
          ║                                                                                             ║         
          ║   Again, the core gameplay is a finished sprint.                                            ║         
          ║   The fun has been found.                                                                   ║         
          ║   This allows us to focus on the things we want to accomplish prior to release:             ║         
          ║                                                                                             ║         
          ║   .: Fully arted levels with all the decorate and functional objects that define the look.  ║         
          ║                                                                                             ║         
          ║   .: A robust set of weapon skins, with a fully-realized skin acquisition system,           ║         
          ║      including trades and user submissions.                                                 ║         
          ║                                                                                             ║         
          ║   .: Polished UI and onboarding (including tutorials).                                      ║         
          ║                                                                                             ║         
          ║   .: Additional player models representing each Gang.                                       ║         
          ║                                                                                             ║         
          ║   .: A networked hub system, facilitating matches and between-match downtime.               ║         
          ║                                                                                             ║         
          ║   These will allow us to launch on Steam as fully free-to-play,                             ║         
          ║   sustained via the skin/item economy (detailed below).                                     ║         
          ║                                                                                             ║         
          ║   The larger task ahead is the move from our current engine (FTEQW) to Godot.               ║         
          ║   This is to facilitate better geometry culling, lighting, profiling,                       ║         
          ║   and maintenance/extensibility into the future.                                            ║         
          ║                                                                                             ║         
          ╚═════════════════════════════════════════════════════════════════════════════════════════════╝         
                                                                                                                  
                                                                                                                  
          ╔═════════════════════════════════════════════════════════════════════════════════════════════╗         
                                                                                                                  
▒▀▀▀▓             ▒▀▀▀▓█▄▄▄                                                                                 ▒▀▄   
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         ║                                                                                             ║          
         ║                                                                                             ║          
         ║     Midnight Guns is a game that has already been vetted by players, and                    ║          
         ║     it's one we want to see become everything it can be.                                    ║          
         ║                                                                                             ║          
         ║     This is a setting we want to flesh out for the multiplayer side,                        ║          
         ║     exploring what each Gang will bring to the table.                                       ║          
         ║                                                                                             ║          
         ║     We also want to follow directly with a single-player title in the                       ║          
         ║     same universe. Design docs and concepts have been explored                              ║          
         ║     for this effort, and is currently pending actual development.                           ║          
         ║     This title would be a separate single-purchase SKU that builds on                       ║          
         ║     the same tech and assets from the multiplayer title.                                    ║          
         ║                                                                                             ║          
         ║     Our current bottleneck is simply that of being over-employed while                      ║          
         ║     making time to work on the tasks that get us closer to launch.                          ║          
         ║                                                                                             ║          
         ║     The core team recognizes that this project has legs and worth,                          ║          
         ║     and wishes to transition to full-time development.                                      ║          
         ║                                                                                             ║          
         ║     As mentioned above, we can be tactical with our use of commissioned                     ║          
         ║     artists and keep the number of full-time staff manageable.                              ║          
         ║                                                                                             ║          
         ║     We know our scope, and we know our targets.                                             ║          
         ║     With support, it would be realistic to expect a full Steam launch within 18 months.     ║          
         ║     Post-launch, additional Gang releases would represent the extended                      ║          
         ║     content, each coming with player models, weapon skins, levels, and items.               ║          
         ║                                                                                             ║          
         ║     Thanks for making it to the end!                                                        ║          
         ╚═════════════════════════════════════════════════════════════════════════════════════════════╝