Alien Arena is an open sourced game that combines a sci-fi atmosphere with the tournament style deathmatch of Q3A and UT2k4. Major graphical features such as GLSL per-pixel lighting, ragdoll physics, light blooms, real time lights and shadows, textured particles, shaders, and reflective water, create a colorful and immersive deathmatch atmosphere. The game also includes mutators, adjustable effects, bot skill settings, and fully configurable deathmatch, team deathmatch, CTF, All Out Assault, Team Core Assault, Cattle Prod, and Deathball games. The game features original artwork, with a dark, sinister atmosphere combined with an off-the-wall campiness, and trippy, techno type music. There are currently over 60 maps, loaded with weapons(each having an alternate firing mode) and powerups. Alien Arena has fast, smooth gameplay, & players can play online against one another or against the bots. Please post all support issues in the forums for the game.
Alot is happening on the development front with Alien Arena, and here is a sneak preview of what is to come.
Posted by Irritant_new on Sep 4th, 2010
Alien Arena 2011 doesn't have a release date, but that doesn't mean we haven't been continuing to develop the game at an inhuman pace. A number of things are being worked on, some are completed, some are partially done, and others are in the planning or early stages.
One of the most important features which will really help out with Linux users as well as our (hopefully) upcoming OSX port, is the implementation of Autotools. Jim "Stratocaster" Bower has devoted endless hours to this project, and now has merged his changes into our main SVN branch. Along the way, much code was cleaned up, bugs fixed, and some little optimizations here and there that always add up in the end. Speaking of which, our long lost coder, Emanuel "Blackice" Benoit has returned from being a rocket scientist(literally) and gone to town on our codebase. He has already completely re-written our in-game IRC client, and is looking to revamp the menu system next.
Another feature that is receiving some real attention now, is the implementation of the Open Dynamic Physics Engine(ODE). This is being used for our ragdoll physics, which we hope to have completed in the fairly near future. Along with this chore, I personally am working on some new maps, along with Dennis "xEmpx" Zadlach, which you can get a little preview of below!
These are some images of Dm-annhiliation, our newest map, which features a spooky theme in a burned out city, and features some very fast and dynamic gameplay. We are planning no less than five new maps for the release, and perhaps even some updates to older maps that don't go into the archives. We also are planning a brand new player character to round out our posse!
Keep checking back, I will post more news on development as it happens, which these days, is pretty much all of the time!