GAZ news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID1985520
- PriceNo longer available on Steam Store
- Release dateComing soon
- DeveloperSamurai Outcast
- PublisherSamurai Outcast
- Parent gameNot available
Company pages: Developer: Samurai OutcastPublisher: Samurai Outcast
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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GAZ Steam news
GAZ news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Devlog #4 - GAZ - Attachemnt system and more - 23 December 2023
A brief update on the progress of work on GAZ. Attachment system We have the first basic version of the weapon attachment system ready. Each weapon in GAZ will have the possibility of several configurations, such as barrel, fire mode, and sight, for example. At this stage, the selection of attachments is done through a static menu, but we will soon change this to a menu that will allow a dynamic selection of attachments: LMG gun We have added a new LMG model to the game, which is likely to replace the one used so far: Improved AI attack dynamics One of the game's primary axe-attacking enemies has become more dynamic, as it will now attack as soon as it approaches the player. In addition, a minor "shake" effect will be applied to the player's camera on a successful hit: Working on the demo level We are still working on improving the details at the level that will be included in the demo.…
- Devlog #3 - GAZ - Progress update - 17 December 2023
Over the past months, work on GAZ has been going rather slowly. However, we managed to add a few elements that made the work on the game move forward. We are currently working on the first alpha and will soon be looking for a few people for closed testing. Visuals We changed the color scheme of the whole thing a bit, to emphasize the "dirty and dark style" more. We also added some smaller post-process effects and volumetric lighting. For the lighting, we are yet in the testing stage, as working with lighting requires a lot of patience: AI models We also returned to the old enemy models. The ones we added recently, in our opinion, looked too realistic (they had too much detail) and didn't blend well with the graphic style in GAZ. We will use these more realistic models in our other prototype: Weapon attachment system The system is at a very early stage of development. We want to give the…
- Devlog #2 - GAZ - Working with AI - 25 March 2023
Working with AI In our previous dev log, I mentioned that we undertook an attempt to rewrite the AI system for our game. We decided to use a simplified version of the GOAP system. At first, we wanted to write a framework from scratch, but in the Unity Asset Store, we found a tool called SGOAP, which turned out to meet all our needs. However, SGOAP is only a high-level tool, and we had to prepare all operations related to AI behavior (player detection, shooting, etc.) ourselves. Although in this case, we also decided to simplify implementation process. Instead of writing from scratch the logic responsible for the movement of agents in 3D space, we decided to rewrite a litle bit the Invector controller, which we used in the initial phase of the project. The combination of SGOAP and Invector resulted in a quite competent tool. The animations seen in all the videos are temporary. Once we ha…
- Devlog #1 - GAZ - 10 March 2023
Soft reboot A few months ago, we sent the build of our game to several people (including one publisher) and there's no denying it - we got very negative feedback. So we took a step back and decided to design GAZ in several places from scratch. We call it a "soft reboot". Visual side The general visual setting remained unchanged (except for some models, as we will discuss in a moment). We continue to aim for a gray, gloomy atmosphere with limited colors. New enemy models The enemy models will be completely changed. For now, we have managed to add only one new model, but we will gradually change the others as well. Vehicle models have also been updated (some examples further down in the devlog): Artificial intelligence - GOAP system AI of opponents is the element that has undergone the most thorough change. Until now, we used a simple implementation based on FSM (finite state machine). Af…
- Devlog #0 - GAZ (retro FPS) - 7 June 2022
Who are we? We don't want to use the term "small" development studio, because in fact there are only two people working on the project now. Krzysiek (level designer) and Grzesiek (that's me, and I take care of programming and technical aspects of the project). At the moment we're both working on the game only part-time because Krzysiek runs his own business (not related to game development) and I'm working as a mobile applications programmer. Thanks to that we are able to fully finance the development of the game from our own resources. In the future, we plan to switch to full-time development, but for that to happen the game must first start earning money. Why we are creating a retro shooter? The answer is actually simple. Because we love retro shooters. We grew up on Doom, Duke Nukem, Soldier of Fortune, FEAR, and many other shooters from that era. Then there was a very long break and…
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