Gamedev after 20 years of absence


The idea of Eisenfaust started 20 years ago in my head. I had to develop this game and yes there was a even a 2D top down action-rpg prototype ready 20 years ago. We even had a rendered trailer (this was crazy shit at that time!) and a small playable demo for a presentation on one of the first indie dev meetings in germany. We were called "polyfrag" during this time and we released two 2D shoot'em'up games (called Gunocide and Gunocide 2). Eisenfaust should have been our next big project. But well, we never did it. I can't remember the reason but we also split apart during this project.

However, due to a video on youtube (thanks for the hint youtube algorithm) I got introduced to the new unreal 5 engine. I played around a little bit but the blueprint system didn't catch me. But there was also Unity. I don't know why but I always thought the engine is crap but I had to try it after playing around with the unreal engine. And guess what, I directly fall in love with unity. I'm a developer for 25 years now, used to various programming languages and architectures and I was feeling like at home in unity! So, long story short. After playing around for a few days in unity I started to use blender again to create some 3D models.

I've made a prototype of a retro FPS game and decided to switch to the original Eisenfaust story and began developing the first chapter of the game. The game won't have any RPG elements like it was originally planned. Now it's a quake style retro FPS shooter but with some environment interactions and story. Well, at least the first chapter called "Episode Zero" will be like that ;)


Thanks for reading, we will see us in the next blog post.

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