.: tastyspleen studios proudly presents :.
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║░ █ ░░ ░ ║
║ ░ .: REVELATIONS AND ASPIRATIONS 1.1 :. ║
║ ║
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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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╔══ ══╗
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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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║ ║
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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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║ ▀■▄▒ ║
║ ║
║ 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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║ ║
║ 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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║ ║
║ 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! ║
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