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Interview with Gorescript’s Sergiu Bucur

We recently had a chance to have a chat with Sergiu Bucur who developed the newly released FPS game Gorescript. The game is currently exclusive to PC and the game can be purchased through Steam here. If you’re uncertain about this classic-style FPS game then you can find our preview on the game here and a review should be coming later this month.

To start with, we asked Bucur a few questions about himself to give you all a bit more background.

 

Tell us a little bit about who you are and what role you had in the development

My name is Sergiu Bucur, I’m the lone wolf developer behind Gorescript and its browser-based predecessor, Gorescript Classic.

 

Tell us about what inspired you to create Gorescript

I had never released a game before and I wanted my first publicly-available game to be “big”, so I went for a first-person shooter. If you read game development tutorials, that’s usually one of the first things they tell you not to do.

 

How many projects have you worked on in the past?

Besides Gorescript in 2017 and Gorescript Classic in 2014, I haven’t worked on any real game project before. I did some stuff here and there for the occasional gamedev competition, but nothing noteworthy. I worked on a lot of non-gaming projects though, I’ve been working on and off as a web developer since 2010, first in .NET then JavaScript.

 

After this we move on to a little bit about the development of this frantic action game.

 

What games influenced you during the development?

Doom, of course, followed by Super Meat Boy and Hotline Miami. I very much enjoy the level design of Doom, the 2.5D maze-like levels, filled with secrets and with little or no regard to realism. It’s also similar to how the other two titles I mentioned approach it. You’re given a system with a specific set of rules and your goal is to master that system. There’s no hand-holding, no extended tutorials and few (if any) cutscenes. I don’t like the “cinematic”, story-driven approach of more recent FPS titles.

 

Did you have any major issues with the development?

The biggest issue I had was with the actual game content. Even though I built the engine from scratch in C++, by comparison coding was the easy part. Designing levels, monsters, weapons, items – art assets, basically – that was the hard part for me, mostly because they’re very subjective. In coding you have a specific problem to solve and that’s it, whereas in art there’s really no “right” answer. You have to experiment a lot, mix and match and see what works.

 

What’s your favourite thing about Gorescript?

The fact that it still manages to challenge me, even when I know everything there is to know about the game. The highest achievement in the game, awarded for finishing it on Masochistic difficulty with Blackout and Permadeath modes on, is called “God of Gorescript”. I don’t have it yet.

 

Anyone with an interest in Gorescript should be pleased to hear a little bit about the future of the game.

 

How do you intend to support the game post-launch?

We plan to release the level editor shortly after launch as a free DLC. After that, while we do have some stuff in mind, they’re not things we’re prepared to make public at this time.

 

What are your plans for the future?

It all depends on the Gorescript launch. I have plenty of options, I haven’t made up my mind yet on whether to stick to game development for the time being or return to my former job as a web developer.

 

 Any thoughts on a console port or mod support?

A console port is not completely off the table but I’ll be honest, it’s unlikely. Modding support on the other hand, that’s something we do want to support, and the level editor is part of that effort.

 

 

Gorescript has been officially released today (June 15th) on Steam. In addition to this, the amazing soundtrack by Satsuma Audio is also available for purchase.

 

Have you checked out Gorescript yet? What do you think about it?

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