DELUGE was a project that started life in July 2019 and ended in March 2022. It was to be part of the recent wave of retro-style indie first person shooters pioneered by games like Dusk, Ultrakill and Amid Evil. It used the GZDoom Engine which had been previously used for the successful retro FPS Hedon and contemporary games like Selaco, Darkadia, Beyond Sunset and Barely Breathing.
I was the main level designer and unofficial project lead of the development team for much of its lifetime. The game ultimately dissolved following internal power struggles compounded by general stress and disenfranchisement.
The general outline of the game followed The Anomaly, a superhuman sorcerer trapped on a dystopian far future Earth in the grimy heart of Bacillus City - the last remaining civilization on the planet. Earth had been "Deluged" and was in the process of being overtaken and terraformed by monsters from another dimension. The player's goal was to escape the city, fight through its surrounding wasteland, travel into the other world and uncover the truth of what caused this whole mess to begin with.
The gameplay was intended to have a quasi-immersive sim philosophy, putting emphasis on player creativity, environmental interaction and emergent moments. Instead of a hierarchical weapon system, the player would instead dovetail their firepower with their magical abilities, movement and manipulation of their surroundings to get by. There would be a Half-Life-style attention to detail in environment design and a strong presence of physics in gameplay (or whatever passes for physics in Doom) to bring the game world to life.
The player's opponents were planned to have believable behavior such as the more animalistic monsters protecting their young, food chains/social hierarchies, armed foes utilizing squad tactics, tribes that controlled territory and most monsters attempting to run away in fear when they are at low health.
All of this was technically achieved, albeit in a heavily watered down compromise due to GZDoom's limitations.
Deluge's development process was a continuous mess laden with feature creep, technical limitations, constantly changing ideas (a recurring issue was that we were keen on experimenting with everything since we didn't want to miss any potential opportunities and so a lot of content was not valued as much as it should have been), internal conflicts and external pressure from an audience who believed that we were further along the road to completion than we really were.
While Deluge met a grizzly end I learned a lot over the two and a half years spent with it, so in that regard it wasn't a complete waste.