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V.R.G.

V.R.G.

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V.R.G. Review

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VRG is a FPS that is a cross between a modern shooter and a retro shooter. carrying six different weapons/gadgets and including modern control mechanics of sprinting, tactical sprinting, wall-running, leaning and sliding (no ADS, reloading or double jumping) But the game progresses episodically like a classic FPS, with no storyline there are five levels and one secret level per episode.

Combos you earn, more classic controls become.


A combo system that raises the rank by defeating enemies in a row is implemented. There are 7 ranks, and the higher the rank, the more the reticle contracts, the recoil decreases, the classic like movement speed , and it approaches the classic operation mode. However, the higher the rank, the greater the rate of decrease of the combo gauge and the more difficult it is to maintain the buff. The highest rank "SSS" will be in slow motion and the gauge will decrease slowly.

The means of recovery is a enemy Gib


You can recover your health and combo gauge by eating the gib that scatter when you defeat the enemy. The more combo ranks you earn, the more gib you have, and the more you move forward, the more opportunities you have for recovery and combo maintenance.

Weapon Ammo Shop


You can buy weapons from vending machines with "Meat mileage points" that you accumulate from the amount of meat pieces you eat. The price is set high at first, but the more you buy, the higher your membership rank in the store will be, so you can buy weapons and ammunition cheaply an eat.

Dual wild that can be freely combined


The easy-to-use dual wild system allows you to instantly switch between two-handed weapons (separate combinations are possible). Simply hold down the weapon key or select the weapon on the weapon wheel and click the mouse corresponding to your arm.

Custom Engine with Raycasting rendering


The custom engine used for VRG is GPU-based raycasting for all voxels, billboards, shadows, bumps and reflections, and all textures are 64x64 pixels with no translucency (not including the UI). All textures are 64x64 pixels with no translucency (not including the UI), a nod to the Wolfesntein3D era of FPS and an experiment to see how far raycasting can take us.

Other Futures

  • A practice area where you can try out all weapons and change the terrain.
  • Horde mode, which can be played in about five minutes per game.
  • Gameplay options. (checkpoint, perma death, pistol start, etc...)
  • Retro CRT filter.

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