//== 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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1 comment by TwinBeast on Feb 11th, 2015

Doomed Chocolates

The project changed to use a modified Chocolate-Doom engine a while ago. More possibility for lots of action without framerate going too low. The game palette gets actually used in everything. Using C instead of QuakeC to do the gameplay allows more control how it plays, but I'm not exactly an engine programmer, so some difficult to do features might not be there.


The Aliens Again?


Aliens 2 - Mod DB

Player got a night vision mode, which turns everything green and boosts the lightlevel. It uses some energy. Running use the same energy too. The movement speeds can go through some changes. The default move speed is supposed to be run, and the faster speed is meant to be powerup type running. There's air control and player can jump pretty high.

Player has 4 of the previous weapons improved/redesigned. Other weapons going to get the same treatment. I've made the weapons possible to reload in the models. Reload feature is not yet in game. It may be an option or part of a higher difficulty level. Player takes no damage from his own weapons, but it could be another difficulty level setting.

The difficulty level settings may be customizable, so you could play some serious realistic game with fewer difficult monsters or some brainless fun with tons of easy monsters, or some ultra hardcore mode with every setting turned to the max + 1.


Multi-Color Pyramids

New Stuffs Multi Color

Trained Aliens New Stuffs

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The things can be over/under each other without any problems. Including making some crazy pyramids out of them. There is probably no limit how many can be piled.

Weapon damage can now do Z thrust. So, you can teach them the superman!

The game also runs at 40 tics per second. 35 ticrate of Doom has always felt a little strange.

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Post comment Comments  (0 - 10 of 64)
ceriux
ceriux Feb 25 2015, 1:49am says:

Tell you what find a way to port it to Android and I'll buy it

-1 votes     reply to comment
Arethrid
Arethrid Feb 13 2015, 8:35am says:

It is always nice to see some good old Doom-like gameplay.
I will keep an eye on this.

+4 votes     reply to comment
seniorcitizen
seniorcitizen Feb 12 2015, 11:57pm says:

wait. you abandoned the one on Darkplaces?

+2 votes     reply to comment
seniorcitizen
seniorcitizen Feb 12 2015, 11:58pm replied:

nevermind, i can see you just renamed it

+2 votes     reply to comment
OsirisGodoftheDead
OsirisGodoftheDead Feb 11 2015, 4:05pm says:

Art style looks really good. I'm glad I saw this on the front page, I'll be tracking.

+2 votes     reply to comment
Roger_the_mutant
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
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
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Blaze
Platforms
Windows, Mac, Linux
Developed By
TwinBeast
Engine
Doom Engine
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Release Date
TBD
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Genre
First Person Shooter
Theme
Sci-Fi
Players
Single Player
Project
Indie
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