//== Description
Blaze is a sci-fi first person shooter action game using a modified Chocolate-Doom engine. It's about shooting a lot of aliens, mutants and whatever else there might be.

//== Story
You're on a mission to find out why all communications were lost on the KW-739 colony. As your ship approaches the planet, they fire on the ship and it crashlands. Looks like you're the only survivor. Now you have to get off the ship, find out what's going on, get the communications working again and find a way off the planet.

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3 comments by TwinBeast on Aug 12th, 2014

The Aliens behave about the same as the Ants in Abuse. They can claw and pounce at you, they can fire missiles and lasers as well. No ceiling walking yet. Different colors fire different weapons, though it may be a bit difficult to spot the different colors from colored lighting.

It is possible that the missile, laser, etc firing will be part of some other enemy instead. But for now, it will be part of these enemies. They're firing the stuff from their eye/mouth thing (also known as "skul gun").

They don't have new sounds yet. I may animate all the monsters first, and then do sounds.

Player Things

And a few more aliens More Aliens Ingame

I was also experimenting with some energy, stamina, air, respawn stuff for player, but eventually that felt a bit unnecessary. Now it's just Powerups, Weapons, Energy, Health and Ammo. The powerups and Shield use the energy. If you take lots of damage, you can't use the powerups for a while, or if you use the powerups long enough, you don't have shield. You can have one powerup at a time. The powerups could be: Flight, Speed, Invisibility and Regeneration.

Player's health and energy regenerate on their own very slowly. But this is more like, you have 99 health, and some 10 seconds later you have 100. This way you wouldn't accidently pickup some medikit and waste it. It would take 16 minutes 30 seconds to get back to full health from 1, so better find those medikits then.

Player can stay underwater indefinitely. Pretty sure that space battle armor suit has more than 60 seconds of air. Self damage from explosions is removed. Falling damage is removed. Player can jump some 128 units high (maybe it's a bit too much?). The speed powerup also allows double jumping.

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Post comment Comments  (0 - 10 of 59)
Roger_the_mutant Aug 5 2014, 9:45am says:

Really impressive work!! Looking forward to a release

+2 votes     reply to comment
TwinBeast Creator
TwinBeast Jul 28 2014, 9:34am says:

It seems the Color Palette GLSL shader is really slow on older computers, 10 fps at 1280x800, while on my current I get 200 fps at 1280x720.

The Posterize shader is ok on old computers too. I'll use this effect instead.

Lots of monsters was also a bit bad.. 100 monsters actively attacking player dropped framerate to 40-60 fps from 100 fps when they were just idle, empty level was 150 fps, staring at a wall was 300 fps.

I've thought that 50 monsters would be max in one scene, and fights that involve more than 50 monsters would spawn new ones when old ones die. Corpses would probably need to vanish too...

+1 vote   reply to comment
TwinBeast Creator
TwinBeast Jul 28 2014, 2:05pm replied:

The amount of colors in the Color Palette shader was 64.

My old computer could handle 16 colors in the shader with framerate at 150 - 180 fps.

+1 vote   reply to comment
TwinBeast Creator
TwinBeast Jul 29 2014, 9:31am replied:

I found a faster way to do the Palette shader, that performs about the same as the Posterize shader, and could have more colors than 16 on old computers.

16 colors just doesn't feel enough for colored lighting, sort of becomes some yellow/red/green vomit with colored lighting. Need at least 32 colors for colored lighting to work at an acceptable level.

+1 vote   reply to comment
ceriux Jul 19 2014, 12:37pm says:

have you worked on any of the monster ai? iv been real curious about your monsters, they look so awesome!

+2 votes     reply to comment
TwinBeast Creator
TwinBeast Jul 19 2014, 7:16pm replied:

No, not yet. Maybe I should have them ingame sometime...

+1 vote   reply to comment
Innerdeadly May 25 2014, 8:11pm says:

I can already see the Doom aspects of it shining in your game, though I have some concerns with some of the items you portrayed in the video, if this isn't the final version.
- The gun sounds are pretty choppy, or just plain annoying to listen to for a long time.
- Some of those weapons, in fact MOST of them seem like guns taken from those 3 games, are these the only ones we'll be able to see? What kind of new element are you bringing that will differentiate yourself from those games?
- The storyline might need a bit of touch ups, I can almost taste the used up ideas there.

+2 votes     reply to comment
TwinBeast Creator
TwinBeast May 26 2014, 7:55am replied:

The Sounds... I'll improve the sounds. Half of them were done pretty fast, just so there's a different sound for each weapon. It's been sort of a long time since I've made sounds, but I'm getting better ideas how to do them. I'm also considering getting some sample pack (buy or download free ones).. at the moment I'm limited to what I can record at home, software synths and drawing the soundwaves.

The Weapons... they were more or less meant to be the basic FPS weapon set, and all FPS games have the same weapons anyway.. A "ZorgBlaster from planet X" might just be a basic assault rifle under all the weird looks. The projectiles the weapons fire will change however, so they aren't just different colored particle beams.

The storyline... it's basically Doom+Abuse story mixed together. It will still need some goal for player, like how does killing the final boss at the end solve the problems at the Mars colony? And what exactly is the final boss going to be? Or is it just some massive battle against the regular enemies?

It's all sort of intentionally unoriginal. But I hope it's still going to be something fun and unique.

+3 votes   reply to comment
TwinBeast Creator
TwinBeast Apr 6 2014, 9:32am says:

Things may slow down for a while as I'm entering some kind of school type thing that lasts a few months.. but I'll try to work on this whenever I can & have time...

+2 votes   reply to comment
Guest Apr 2 2014, 2:21pm says:

Watch out for the pixelation in the nearest part of the weapons while in first person. iIt becomes more aparent with the machine gun

+1 vote     reply to comment
TwinBeast Creator
TwinBeast Apr 4 2014, 11:14am replied:

If you mean the minigun, yea, the current UV map and texture needs to be updated. But it was good enough to let me focus on some other stuff...

+2 votes   reply to comment
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