The idea of the game is a fantasy/scifi shooter game set in some sort of dream like world, scifi tech base, alien hive, hell or whatever. There isn't going to be much of a story. The gameplay, etc will be the more important.

It is also going to be something like Abuse in first person. Not yet sure how much exactly. Just inspired of it, or a more remake kind of thing?

The story is this:"Lots of evil monsters attack. Only one person can fight back."

Some other info & goals/etc for this project:

* 6 to 10 weapons
* Somewhere around 10 - 20 enemies plus some boss enemies
* 20 - 40 levels

The engine is listed as Unknown for now... I'll change it to the correct engine when I'll get some demo released. Possibilities for the engine are DarkPlaces, Doomsday, small chance for something else and a 1% chance for me doing my own engine.

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3 comments by J_C_A on Jan 23rd, 2014

So I went through the image gallery and checked all the stuff I've been doing. These will be all just text links to the full images or videos. Now it would be better if ModDB showed the whole link text... they all look like the same link, uh-huh. There's some kind of Conclusion at the bottom (so, read that at least).

Style 01 - Highres:
Here's where it all started. Highres textures, 8 pixels = 1 game unit, and "highpoly" models.. trying too much. Resulting in a sort of boring and plain look.

Style 02 - Medium/High:
Then I tried a bit simpler stuff with 4 pixels = 1 game unit, which worked a bit better and created something more interesting to look at..

Style 03 - Lowres:
Next was lowres textures without filtering, 1 pixel = 1 game unit. This was pretty fun and did a more functional texture set, which I continued to use for a while. Not really sure what made me abandon this stuff. - was pretty excited when I got this stuff/video done, although sound fx were a bit awful

Style 04 - Abstract:
Same textures as before (with filtering), but trying some semi-abstract modeling. Really low poly characters with floating or detached arms/legs/bodies. Their textures AO bakes, color and lots of shine effect. Looked sort of cool, but eventually it felt a bit like little kids running around with guns (and that's just wrong).

Style 05 - Sprites:
Decided to try something even simpler, and changed the engine from Doomsday to Chocolate-Doom with some source code modifying. Still the earlier textures plus some sprites. Drawing items was fun, but drawing characters was a bit complicated. None of the characters were animated. Eventually tried some earlier model rendered as a sprite.

Style 06 - Topdown:
Trying to code my own engine. Was able to get a user controllable triangle that could shoot squares in a shotgun spread pattern. (if you try it, press S to spawn the triangle, arrow keys to move, ctrl to shoot, space to jump)

Style 07 - Medium:
Went back to Doomsday. Trying 2 pixels = 1 game unit. It went well for a while. But then it just didn't feel like working. Did 4 weapon models, 1 animated character and 2 unanimated characters (one of them was the player). - actually shows the player model - liked this shotgun

Style 08 - More Lowres:
Wasn't really sure what engine to use, did some more lowres textures anyway, which were pretty good. Used some of the old lowres textures too. Didn't make any new models or sprites really. Well, not completely true, I started working on the newest player character model, which I tried as a sprite.

Style 09 - Lowres with Bump:
Thought to try how my previous lowres textures looked with bump maps in DarkPlaces. The bump maps were just the base textures and specular was the same with every texture. It worked fine for the experiment, just to show me if lowres textures could look ok with these effects. Also tried some early version of the player model ingame.

Style 10 - Simple:
Continued with DarkPlaces with AO bakes + color textures for models, but used more normal models. Only did a few level textures, but got 3 animated monsters and animated the player too. Did 3 or 4 weapons. Made some 5 levels that were quite simple and small. Quake type level editing just doesn't feel like my thing.

Style 11 - Even Simpler:
Switching back to Doomsday and trying the models with just color in the textures, and let all shading done by the engine. Level textures were just color, shapes/shading, but no material definition (or done with detail textures). Looks sort of cartoony and probably the models should have had some black outlines around them.

Style 03 - Lowres and Doom type level editing has been the most fun to do. The semi-abstract models were quite fun to do, but the end result wasn't as satisfying as the not-so-abstract models. Alien type characters for player has been fun, but I never seem to be able to make any alien type weapons. Though conventional/practical looking weapons are nice, at least everyone knows what the weapon does.

What will Style 12 be? Style 03 again with Doomsday? Maybe add the bump/specular/etc maps when/if Doomsday gets the feature. Previous modeling style is more or less ok, just their textures need to be updated...

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Post comment Comments  (0 - 10 of 51)
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
ceriux Mar 8 2014, 3:24pm says:

dude i just have to say i love the art style you've been using please stick to it! i really want to play your game now!

+2 votes     reply to comment
J_C_A Mar 9 2014, 1:12pm replied:

Yea, I'm gonna stick with this pixelated/paletted style now. The results are definitely more interesting to look at than the previous "color+ao" thing.

+1 vote     reply to comment
numbersix Jan 22 2014, 12:32pm says:

I thought for a minute this mod had inspired someone:
Then I read the title for that gun - "gears of war: chainsaw" from here:
I like that boom-stick - is that supposed to be a chaingun shotgun? Might have to code up one of those...

+2 votes     reply to comment
J_C_A Feb 8 2014, 11:21am replied:

Another alternate solution would be to change the firemode with the Weapon Selection keys, and only have one attack button.

Then there should be something to indicate the firemode in the weapon model or the hud.

But this is still something that I'd only do if I can think of some better alternate firemodes...

+1 vote     reply to comment
J_C_A Jan 24 2014, 5:32pm replied:

Alternate solution for alternate fire modes would be to allow player using two weapons at the same time.. one in right hand, another in left hand.

Player may need to press one extra button before changing the weapons, so the game knows which weapon player wants to change.

Default fire buttons: Left Mouse Button would fire the left weapon, and Right MB would fire the right weapon.. might feel a bit strange if people are used to having one weapon at the right, which would be fired with the Left MB.

Of course the fire buttons could be flipped, but that might feel strange too!?

+1 vote     reply to comment
J_C_A Jan 23 2014, 4:20pm replied:

If I have alt fires, then they'd be always available.

But overall I have the feeling they wouldn't add anything to the game, most of them would end up being almost duplicates of some other attack. Like if every weapon has some kind of explosion/shotgun spread alt fire... then there wouldn't be much point in having a rocket launcher or a shotgun...

+1 vote     reply to comment
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