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Min-Max

@min-max-official

Welcome to Min-Max!

Min-Max is a VR Team-based Class Shooter created by @the-64th-gamer, currently in development!

The game is a mix of 70's retro-futurism, vintage computing, brutalism, and nuclear development. Its mechanics are designed for VR accessibility, taking out complicated gestures and physics for traditional button mapping to truly let you just live in your FPS world.

The game focuses around player expression in their gunplay, having a way for players to min max their stats during gameplay after each kill they get, slowly transforming their playstyle by the end of a match.

The game's codebase is completely open-source for modding or contributions! A video devlog series is being made going over the game's development. The game also has a wiki being actively written alongside its creation.

Users of @the-64th-gamer's Patreon have access to each alpha build, a WIP channel for looks into every micro-second of the development process, and the game's asset library to allow users to build their own mods directly.

The W.I.P. gun (Worker Ionizing Pistol)
ALT

Finally got the logo down for the Ivy M. company in Min-Max.

Just like the Min-Max logo I wanted to hide the letters within the shape. The letters also form the "M" of the name from afar, helped by the darker color.

Did a complete rework of my Nara map for Min-Max, alongside creating tons of lighting props and materials!

Min-Max v0.13a is definitely gonna be the best looking version of Min-Max so far. Got a lot of new textures and props made since its mostly been dev-textures up to this point.

Finally got enough props to start bringing in the aesthetic!

Instead of each side of the map just using a team's color, gonna also have the enemy color used as a secondary part of the palette, hence the chair colors.

Made some new chair props for Min-Max today!

All props have custom 4-color pallets that change depending on the team colors in the match. The environments always look totally different every time you play!

Going forward with Min-Max I'm gonna be doing those patch notes videos alongside the usual devlogs.

It'll better balance what the public gets to see since usually just a few patrons get like mountains and mountains of WIP stuff daily while normal followers will see something new every few months, which ain't good for motivation when this is my massive huge passion project lol

Thankfully as the codebase matures it'll be easier to show off new stuff, since currently its a lot of massive backend work. Trying to balance doing huge systems updates while sprinkling in some new gameplay stuff to keep things interesting.

Feel free to always send asks about the game if you're curious about something!

Min-Max: v0.12a Release!

A new Min-Max update! With this one I've completely overhauled the main menu to work within the game itself, alongside letting you customize your character and other major fixes.

Support me on Patreon if you'd like a download of the alpha version and to see my constant work on the project, it'd mean a lot!!!

Finally, after months of waiting for Unity to fix some major URP Shader Graph bugs, Min-Max now has the cel shading style from the Blender renders carried over in-game.

The final graph is pretty insane since its doing the 4-color palette generation and the fake chrome effect for metal objects which had additional bright and dark areas painted on meshes.

The cel shading may look a bit subtle, and that's because I wanted a solution that preserved regular lighting, but still had a harsh cutoff- and one that could dynamically change with interiors (since otherwise characters would always be fully in shadow when inside)

The main thing going on is that the "bright" half of the cel shading is a normal lit shader. The dark half is the raw diffuse texture multiplied by an extremely blurry reflection probe of the room. This makes neither side flat looking.

The determiner of which half to use is sampling the same reflection probe, with anything below the probe value using shading. This determiner is also lowered since sampling the average light value of a room would also just make everything shaded.

Min-Max 1.12 features a brand new menu that'll now be openable in-game.

The customization tab is now usable as well. Its gonna be a bit before the update is ready since many, many many things need to be changed for this all to work. Its gonna be one of the many things to make the game feel coherent and playable which is great.

Future updates plan on getting the in-game UI set up, such as HUD, death screens, MM-Chip menu when respawning, ect. Finishing all UI features means I can finally flesh out game mode rules, add more guns, more characters, ect ect and have the game start to feel more content rich.

In other news I finally finished a head cosmetic for The Computer referencing the original version of Min-Max back when it was called Don't Ruin the Magic.

The original teasers for Don't Ruin The Magic posted on June 15, 2022.

DRTM was originally a horror survival game where the player survived in an abandoned theme park full of deadly monsters. The player would collect Min-Max Chips off of killed enemies to provide changes to their playstyle.

DRTM's mechanics would eventually evolve into Min-Max, stripping out the horror setting for a stylized team shooter. The main animatronic enemy eventually became the Computer class.

Funnest part about Min-Max is gonna be making all the props for the maps like I love building a repertoire of objects I can use to fill out rooms and environments for my games

BTW The models recently within the past week got some better contrast with a constant rimlight/rimshadow around edges based on how much they're lit. Sadly still haven't gotten the shaders in Unity until they publish the Shader Graph fixes for adaptive probe volumes.

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