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MetinSaygin

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A member registered 4 days ago

Recent community posts

@Jeremy Following your landmarks-as-callouts idea, I put a few screenshots and a trailer on belekstudio.com (my site). The maps are built around the Gros-Horloge, Saint-Maclou and the Pont-Neuf as reference points rather than exact copies. I'd be curious whether that comes across in the shots.

@Jeremy Thanks a lot for taking the time, this is exactly the kind of feedback I was hoping for. The "lanes first, landmarks as callouts" point really lands: I was tempted to recreate streets 1:1, but you're right that the cathedral or the Gros-Horloge should serve as reference points that players shout over voice chat, not dictate the layout. Same with the humour: I'll keep it in menus, loading screens and kill messages, and leave footsteps and readability alone. A small closed playtest with tactical-shooter players is the next step, so I'll set that up before opening anything wider. For context, BELEK is a solo side project in Godot (I'm a cybersecurity engineer by day, using some AI to speed things up). It will start free, with a paid version later around 5–9 €. If you'd like to be in that first playtest, just say so here.

— Metin SAYGIN (LinkedIn)

Hi everyone,

No build to download yet, but I'd rather get feedback early than late, so here's the concept.

BELEK is a first-person shooter in Godot. The core loop is tactical and competitive, like Counter-Strike: round-based, precision aim, team play. Its setting is Rouen, the French city I call home, and the whole thing is wrapped in a self-aware, slightly trolling sense of humour without compromising the tryhard gameplay.

I'm a cybersecurity engineer, not a game dev, and AI is what makes this feasible for one person. It's wild what's possible now.

Questions for you:
- Does a real-city setting make an FPS more interesting to you?
- Irony in the presentation: charming or distracting in a competitive game?
- Anyone up for helping, or for playtesting later?

The game will be free initially and later sell for 5 to 9 euros.

I'm on LinkedIn as Metin SAYGIN, and my site is https://vernam.fr (my site)

Expect me back in this thread regularly to reply.

There is no magic day, but a few things are worth avoiding: releasing during a big event like Steam Next Fest, a major sale or the end of a popular jam means your announcement gets buried in a flood of other posts. Many people pick Tuesday to Thursday so they have the following days to fix bugs before the weekend. For the hour, aiming for late morning US Eastern time is a common compromise because it is also afternoon in Europe. The most important part is being available for the first 24 hours to answer comments and push a quick fix if something breaks.

You can already do this with butler if you don't mind a small script. Push each platform to its own channel with the same --userversion so they show up as one release, and run the pushes back to back (or in parallel) from a CI job. There is no scheduled release as far as I know, but a script that runs at the time you want gets you close.

That error usually means the node in your loop has no 'anim' variable, so either that child does not have the weapon script attached, or the script failed to parse and loaded without its variables. Check the Errors tab and the weapon scene for a red script warning first. Then print w.name and w.get_script() inside the loop in _ready to see which child breaks. It also helps to give the weapon script a class_name and check 'if w is Weapon' before touching w.anim.

Hi everyone, I'm Metin, from Normandy (France). I work in cybersecurity by day and I'm starting to build a tactical FPS inspired by Counter-Strike as a side project. I'm comparing game engines and I'm here to learn, follow what you're doing and share progress later. Glad to join!