zeogold: Just a suggestion, you might want to explain your limits, especially if you're working on this alone. A lot of these guys sound like they're suggesting fairly complicated stuff that you'd only be able to do with:
A. An insane amount of effort
B. A team
C. A good amount of money to buy the software/team necessary
Mind you, I don't know exactly what's involved, but be careful not to sacrifice time or game length too much unless you plan on releasing the thing for free (I don't care if it's an amazing game with HD graphics and the best fight system ever, if it's too short and you charge cash for it, people will complain. A lot.).
Well, everyone is just giving their ideal view of what a good FPS throwback would be like. I know that some things aren't viable for me as a solo developer. For instance, there's no way you'll be getting HD spritework. I'm not an artist, at best I can fake my way through modeling and texturing. I certainly can't create good sprites. CERTAINLY not good HD sprites. But hey, I agree that would be really cool to see a modern FPS like that, so it's something I might keep in mind for a future project that I might want to actually collab with others on.
That said, if everyone balks at the idea of a game with oldschool 3d visuals, maybe the project should just be a hobby rather than my next planned release.
jefequeso: Here's a look at the game in action, probably should have just posted this to begin with:
https://youtu.be/8X2sPPEKbqs InfraSuperman: Seems quite interesting. The weapons do look pretty good.
I would recommend using much more simplified and stylized textures for the environments, though.
Also: "there is actually a bit of autoaim". Awesome! Would a keyboard-only mode be feasible?
Hmm... not sure. I mean, technically speaking it is (I think. I'd have to go over the input handling again to make sure), but I'm designing the game around the speed of a mouse, so I don't know if it will actually end up being something that's playable with just a keyboard. I'll keep it in mind, though. If it's easy to implement there's not really any reason not to have it as an option, even if it isn't the "right" way to play.
Regarding textures... is it the overall confusion of the pixels in, for instance, the wood texture that doesn't read well? Just in terms of workflow I want to be able to utilize stock textures without too much per-pixel hand editing for as much as possible, but I might be able to improve things just with some contrast/color changes. And it's not that I'm adverse to hand editing or hand drawing, it's just very time-intensive for me and about half the time the results aren't very good.