//== Description
Blaze is a first person shooter action game using the DarkPlaces Engine. There may also be an extra model pack for some Doom engine(s) later. It is heavily inspired of Abuse, Doom and Quake series. The game environments will be sci-fi tech bases, alien hives, hell, etc.

My plan/hopes are that I would be able to sell this game when it's done. It would have a free demo/shareware version too, which should still have quite a lot stuff like Doom, Quake, etc sharewares.

//== Story
Earth is destroyed/ruined in a nuclear war. People have moved to Mars. There's some research going on in the Mars colony about making Earth habitable again, clean the environment and decrease mutations. Of course there's some people who have a different agenda on what to do with the research. Or maybe someone just screwed up real bad... Whatever it was, some sort of aggressive mutagen was introduced to the general population, and people started changing into dangerous mutants.

Anyway, one day, the day when the shit went real bad, there was this janitor cleaning up some armory in the Mars colony, when suddenly the guards became mad and tried to kill him. The janitor got lucky and defeated the guards. He started hearing lots of screams and gunfire outside the armory, so he thought he needs some more protection. The janitor donned the prototype armor suit and grabbed a plasma power sword. Stuff exploded and he had to get out before being able to pick up more weapons.

Now it's up to this one janitor, who somehow is immune to the mutagen, to clean up the mess before it destroys the whole Mars colony. (and then the game begins...)

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Monstersss! Monstersss! Monstersss!
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5 comments by J_C_A on May 13th, 2014

Speed modeling weapons was a great idea. One week for modeling the weapons. Another week for texturing. The textures are semi-temporary, at the very least I will eventually add some details into the handles.

The weapon functionality is not yet fully implemented, some of it is still just placeholder type of stuff. All the weapons fire projectiles, so you can't just point and click moving targets and hit.

Muzzle flashes and models for the projectiles are missing (except there's a rocket model). With muzzle flashes the projectiles could initially spawn invisible, and become visible after they've travelled a short distance. This should make things look better in the third person view.

Currently the player model has up/down aiming done with animations and pitching the model. The animations go in 15 degree steps up to 60, and pitching will add the last 30 degrees. Don't know yet if this will be the final solution for up/down aiming, but at least it didn't require the model to be splitted into legs and torso.

Weapon Descriptions

Weapons Textured 001 Weapons Textured 002

Read below for descriptions/plans about the weapons. The weapons have 5 classes: Melee, Automatic, Slow, Explosive, BFG. You can probably guess which ones are which... There could be some gameplay meaning for the classes in some gamemodes or difficulty settings.. like you could only carry one weapon from each class.

You start with this weapon. It shoots a short range energy beam that can penetrate multiple enemies. Self-recharges 50 ammo.

Laser Rifle:
Fires red laser beams at a fast rate. The beams could go through a few enemies.

The minigun fires 2400 rounds per minute, so be prepared to find enough dakka.

Plasma Rifle:
Fires blue plasma bolts with small radius explosions. Slightly slower fire rate than the Laser Rifle.

It shoots a bunch of orange pellets. The large ones bounce and explode into more orange pellets.

It accelerates metal slugs into high velocities that rip through enemies.

Grenade Launcher:
Launches incendiary grenades that explode on impact and burn for a while.

Rocket Launcher:
Launches high explosive rockets. The rockets accelerate into full speed after a short moment. The rockets could be guided (at the moment they're not).

Fire Blaster:
Fires a blob of napalm that continously burns and damages anything in its path.

Plasma Storm:
It shoots multiple large plasma bolts that rain down death and destruction all around. It's like christmas every time :P

Other Stuff

In the previous news post I was going through/wonderd about all the artstyles/etc I had used.. and where to go next. By the looks of it, it seems I'm going for a pixelated sort of retro style. I'm using some modern features too, though the bump maps are just done by the DarkPlaces engine from the base textures, and specular is the same strength on everything. Sometimes it works, sometimes not so good. For the moment I have no plans to make actual bump/specular maps.

The engine stuff.. I've thought I'll make the game on DarkPlaces, and later make some model pack for Doom, which may include some minor modifications. The model pack would be an extra.

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Post comment Comments  (0 - 10 of 57)
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
J_C_A 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
J_C_A 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
cybermaxrus May 14 2014, 2:45pm says:

When I can download and play?

+2 votes     reply to comment
J_C_A May 17 2014, 12:15pm replied:

It will take some time... If things go well, maybe something playable before the end of the year.

+1 vote     reply to comment
J_C_A 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
J_C_A 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
J_C_A Mar 17 2014, 11:41pm says:

I've been trying some things for player's "specials" that would be visible in the first person in a more realistic way. But they look more like something I'd have for the enemies instead.

Not really sure if I'll do the specials at all. At least not in a way they would show in the player's models. Maybe I'd still include the "jetpack" tubes in the character model, but they could be something else...

+1 vote     reply to comment
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