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The incredible looking FPS Prodeus has moved to next year for Early Access

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We're in for a longer wait to get our hands on the brutal and stylish first-person shooter Prodeus, as the team have moved the Early Access release to next year.

Mixing in classic and modern rendering styles to create something that looks a bit wild, Prodeus successfully funded on Kickstarter earlier this year. The Early Access release was originally due sometime soon but in a new Kickstarter update, they mentioned February 2020 as the new date to give them a bit more time. They're using this time to add the usual spit and polish, plus some new types of enemies.

Not seen it before? Here's a video showing off some gameplay back in April that we missed:

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What I do like about Prodeus is the options it will give you. Blood can be turned off, the visual adjustments can be tweaked between retro and modern styles and it will come with a built-in level editor with modding support. Sounds like their level editor is getting more powerful too, as they mentioned recently they added prefab support (to re-use items across levels and only update them once) along with a lot of working going into their scripting system. Sounds like it's going to be really great for the community to build extra levels with.

As a reminder, they are planning Linux support to arrive along side Windows at the Early Access release. Once it's up, we're going to take a good look.

For now wishlist on GOG and Steam while you wait.

Article taken from GamingOnLinux.com.
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sub 23 October 2019 at 12:38 pm UTC
After having soooo much fun with Ion Fury, I'm really looking forward to this one.
Botonoski 23 October 2019 at 1:07 pm UTC
I gotta wonder exactly how they are achieving the enemy sprites. The sprites seem to obey scene lighting to a degree that I have a hard time believing they are pre-rendered, and the amount of viewing angles on them is just insane.
I really can't tell what's going on in these videos, I think I'd have to play the game to really be able to discern what's going on graphically.
Beamboom 23 October 2019 at 1:46 pm UTC
BotonoskiI gotta wonder exactly how they are achieving the enemy sprites. The sprites seem to obey scene lighting to a degree that I have a hard time believing they are pre-rendered

I think they look like regular 3D objects only designed to mimic 2d sprites?
Termy 23 October 2019 at 2:05 pm UTC
While i don't really appreciate pixelart that is just plain "oldschool" (like ion fury ;) ), i love games where oldschool graphics style is "reinvented" with modern effekts - like prodeus or kingdom two crowns for example.
The same time i like oldschool shooters, do i really look forward to Prodeus
Dunc 23 October 2019 at 2:44 pm UTC
TermyWhile i don't really appreciate pixelart that is just plain "oldschool" (like ion fury ;) ), i love games where oldschool graphics style is "reinvented" with modern effekts - like prodeus or kingdom two crowns for example.
Call me crazy, but the general style of it reminded me of a late Amiga game called Genetic Species, and now I come to think of it, that's probably why: it was basically an early '90s Wolfenstein3D-style engine with late '90s Unreal-esque effects.
Cybolic 24 October 2019 at 11:02 am UTC
BotonoskiI gotta wonder exactly how they are achieving the enemy sprites. The sprites seem to obey scene lighting to a degree that I have a hard time believing they are pre-rendered, and the amount of viewing angles on them is just insane.
I really can't tell what's going on in these videos, I think I'd have to play the game to really be able to discern what's going on graphically.
I believe it's an insane amount of angles rendered (16 images per axis, per rotation if I remember correctly) combined with the use of some shaders on the pixel plane.
You can see the difference between their sprite mode and their 3D mode more clearly in this tweet: https://twitter.com/prodeusgame/status/1071853679672733697?lang=en

Personally, I think they have a bit too many angles in the sprite mode.
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