//== 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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K-47AN-4 Player Sprites 100 Monster Test
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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  (10 - 20 of 59)
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
TwinBeast Creator
TwinBeast 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
TwinBeast Creator
TwinBeast 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: Pardisgame.net
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
TwinBeast Creator
TwinBeast Jan 16 2014, 7:30am says:

I'm thinking I'll take the Alternate Firemodes away from the weapons. It sort of results the other (or the alternate) firemode being more useful, and the other other totally useless.

Like the Sword could fire the 5 projectiles, and use 5 ammo, or just swing it without projectiles without using ammo. But there was basically no reason not to use the projectile attack with it...

The Pulse Rifle could fire 10 pulses at once with a long delay, or 1 with short delay. Even though the 10 attack had some inaccuracy/spread, it was more effective.

The A-T Rifle could fire a piercing/ripper bullet or an explosive bullet.. This was sort of 50/50 usefulness on both, but the explosive bullets would probably make a rocket launcher totally useless.

So, maybe better just have 1 attack per weapon.

+2 votes   reply to comment
numbersix Jan 22 2014, 12:27pm replied:

Would you consider a cvar controlled option for alternate fire modes?

+2 votes     reply to comment
TwinBeast Creator
TwinBeast 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
TwinBeast Creator
TwinBeast 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
TwinBeast Creator
TwinBeast 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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