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PlaySelaco

PlaySelaco

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PlaySelaco posts

Dev Blog - Animations and Wrist Codex

Bi-weekly blog post

Hello! This blog post will be a little different than usual. We are preparing the Admiral Tier demo that takes place in 2 weeks and are currently working a few more hours than usual to get everything done. Rest assured; we are not crunching inhuman hours! We’re just spending a little extra time to get everything ready in time. This is also why this blog post arrived a bit later than usual, apologies!

As usual, remember that GIFs do not load o...

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Dev Blog - Taser, Codex, Model

Hello you wonderful patrons,

A shorter blog post than usual, but a very juicy one! Most of our time is currently spent getting the Pre-demo ready for our Admiral Tiers (which launches October 25th!).

The real challenge with this blog post is to ensure a minimum amount of typos, since our 'proofread guy' is currently away so I hope to not disappoint anybody. Here goes!


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Dev Blog - New voxels, Big Box, Major level revisions



Hello you beautiful Patrons!

Time for another bi-weekly update.

Last update we mentioned that we are working on preparing the Patreon Exclusive demo. On October 25th, the Admiral Tiers will be getting their hands on the demo which features one level of the game (lasts roughly 40 minutes). Other patrons will get the demo as soon as most of the issues are ironed out. The...

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Dev Blog - Pre-Demo release date, Dawn 3D Model, improved menus and more.

Admiral Tier Pre-demo Testing

We've been discussing this for quite a while now. Given how Selaco is still relatively far from releasing (insert obligatory 2255 joke here!) we were hesitant to share a demo with anyone who wasn't part of our current (playtesting) team. We are currently far enough into development to confidentially say that we are getting close to the vis...

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Dev Blog - New Weapon, New Enemy Type, Progress!

In our last blogpost I mentioned that I wasn't particularly happy with the current state of the game. Due to a short deadline to get our submission ready for Realms Deep, we've spend a lot of time making things look presentable, but everything was held by duct-tape. The weeks after submitting our video we're spend correcting all of this and ensuring that the quality of the game remained high. We're happy to say that we are back on track! A lot of bugs have been ironed out and we even managed ...

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Dev Blog - E1M1 announcement, studio name reveal!

A year ago during Realms Deep 2020, a certain gaming magazine called E1M1 revealed themselves to the world. A retro shooter magazine which, surprise surprise, covers the type of shooter we all hold near and dear to our hearts; retro shooters (or as I prefer to call it: Throwback Shooters). They are gearing up with a new Kickstarter campaign and the line-up that I have seen is looking incredible.

2 months ago I heard the amazing news that...

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Dev Blog - The road to RealmsDeep and a new Weapon

RealmsDeep

We shared our submission for RealmsDeep two weeks ago. You can see the video here. I want to take a moment to reflect on how the process went.

With the rising popularity of Selaco (thanks to you! <3) we knew our chances of getting a RealmsDeep showcase would be relatively high. As such, we planned...

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Selaco - Realms Deep 2021 Gameplay Footage

Heads up: This video is currently exclusive to you and your fellow patrons. Please do not share this gameplay video with anyone outside of our Patron Community!  

It is finally done! Most of stuff seen in this trailer was not present 2 months ago. This is an all new level, all new textures, an earthquake system (that we are still improving further!), Nailgun, greatly improved AI Hit Responses & Voice work, a full Upgrade Menu among many other things.  

...

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Behind the Voxel - How voxels in Selaco are created

Heads up: animated GIF's are used in this blog post which will not display on mobile devices. Send your complaints to Patreon about this issue!

Here's a fun fact: Back in the early days of development, Selaco used full 3D models, normal/bump mapping and PBR materials. It looked pixelated yet very high-end at the same time. It didn't take long for me to realize that it just looked wrong especially because we still used sprites. There was a huge disconnect between the wor...

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Development Blog - Taking a break, Proximity Mines, Destructible Voxels

Stress

In our first ever Patreon post I mentioned that I wanted to feel comfortable opening myself up. In our Discord server I am not often one to speak about what is going on in my life as I consider myself a rather private person. I think I have reached a certain boiling point where I feel like it’s best to start expressing myself and explain what is going on lately, because I think I am going to drive myself insane if I keep things to myself any longer.

On De...

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Nailgun Demonstration, Destructible Cover and more

Lets dive right into it!

The nailgun has been added! The animations have been made, the code is written and most of the sounds have been created. Watch the video here! *some* audio effects are still missing, like a sound for nails being impaled into the wall or a sound effects for nails that bounce around on the floor.

Nailgun Demonstration

://www.youtube.com/watch?v=DW8HOFvFGLE

Without any applied upgrades, the Nailgun's drum magazine holds 60 nails. ...

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The nailgun model is completed!

Quick update. The model is finished and has been added into the game. Our new non-scammer 3D-artist completely killed it and prepared this model in a matter of days with amazing results. Now it's all hands on deck to create visual effects, audio, animations and properly make code for the weapon.

We will show an update when it's more presentable and, obviously, show some pinned corpses onto walls.

Here is a GIF I put together where the weapon is morphing through the Concept Art and...

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Dev Blog - Nailgun Design, new animations and more!


Short little update about what we have been working on!

Nailgun - Troubled development
The 3D model of the Nailgun is currently in its final phase and it's final few details are being added! Hopefully I can show the full model later this upcoming week! Apologies that it's taking a little longer than intended. We've had some issues finding the right artist to get it done. We rel...

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Dev Blog - Wrist Codex, polish, polish and more polish


We are still in our polishing phase, so not a lot of time is spend on adding brand new stuff. Cleaner code and bug fixes are not exactly showcase material. We are preparing to send a small amount of Preview keys out soon, so we are hard at work making sure that things are top notch!
The nailgun is still in development (and it's going to be awesome!), Lawrence made 2 new tracks, a whole load of new sound effects, the artists have been hard at w...

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Development Blog - Nailgun, Accessibility options, Roomba AI and more!

I had a wonderful blog post written yesterday. As I was nearing competition, Chrome decided it would have been the perfect time to crash on me and erase everything that I had written. No draft saved either. Apologies for the delay with the development blog. 

Allow me to share what we have been working on this week!


Nailgun

I've wanted to work on this...

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DEVELOPMENT BLOG #3 - New talent, Steam and Playtesting

Holy shit we have reached the $1000 p/m milestone! This in incredible and more than we could have ever hoped for. Seriously, thank you all so much for funding this project and sticking with us. 

For the past 10 days I haven't been able to be very active on Patreon, apologies for that. While I did share a fair bit of content in our Patreon-exclusive Discord channels, I haven’t been able t...

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Short preview of our upcoming gameplay clip!

We're planning to release another gameplay video this Saturday that is a little more action-packed than the last one; taking place in an Office Complex where we get the opportunity to show off our particle system in combat, and show how Dawn handles herself when the odds against her.

I must admit that I was never quite fond of the gameplay video we showed a while back. Selaco is not an easy game and I felt like we failed to show that in the last combat video. It felt rather one-sided wh...

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Developer Blog: Main Theme reveal + Interview with Lawrence Steele (Satsuma Audio)

Interview questions written by Ken Coghlan, writer for Selaco.


Q: What's your favorite thing to eat for breakfast that isn't a breakfast food

A: Cake, although that is classed as a breakfast food if you’re in France.


Q: At what age did you start to make to play an instrument/make music? What influenced you to do so?

A: Around 17 I think, my brother and friend Shaun (who went on to become dubstep...

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Developer Blog: Creating Dawn

Before Dawn was Dawn, the protagonist of Selaco went through several major changes.

Back in the Project Ominous days, our unnamed protagonist, known simply as Ominous Dude, started off very much like Doom Guy. And, considering we were still a Doom mod, that’s to be expected. As the game grew and progressed, we wanted to give him a little more personality and wrote up some test lines for voice...

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Development History of Selaco

I usually prefer to not get too personal in the public. I feel 'safer' speaking on behalf of the team instead of myself. But now that Selaco is gaining traction I want to try and step out of my comfort-zone and get more personal with you by explaining the development history of Selaco and the obstacles we have faced during its development.
First and foremost, let me introduce myself. My name is Wesley de Waart, born and raised in a beautiful city called Amsterdam. From a (too) young age my...

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