Blaze is a retro/minimalistic styled sci-fi first person flight/shooter action game. The game can be played almost single handedly with just mouse. It's about shooting a lot of alien things (in semi-randomized missions?). The alien things are trying capture all your base, and have already captured at least half of it. You have to defend the base and capture the alien controlled areas back. Or something like that...

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cd flight

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As usual, the project changed, and then when you just thought it wouldn't change anymore, it changed again. Uhh.. so now it's a zero gravity action flight game with a retro/minimalistic style. I used this kind of style in the beginning of the summer with some other thing, and it was pretty fun and fast, and still is.

In about 3 weeks I've done the player model, 2 enemies, all the item models, bullets, beams and missiles. I borrowed the texture pack from that other thing. The sounds are based on my earlier stuffs. Enemy flight code edited from some older stuff too.


The game is played almost with just mouse. Keyboard is useful for weapon changing. Player moves automatically forward a bit. Holding down the "Move" button accelerates. Double click + hold activates a Turbo move. Aiming is fast, but it takes some time for player to change the move direction to the aiming direction. This allows some sideways strafe like movement and up/down hovering.


Water Facility Screens Water Facility Screens


Player can fire 2 weapons simultaneously. There are 5 Main Weapons and 4 Support Weapons. It's also possible to ram the craft into the enemies. The main weapons generate heat when they're fired. If they're too hot, they don't fire. The support weapons don't generate heat and can be fired any time. Other stuff can increase the heat level: taking a dive into lava or getting hit by explosives. Being in water keep the weapons cool longer.

The crosshair changes color if player points it toward an enemy. It stays red for a while if the target was locked for missiles. The HUD also show the targeting/locking status and the target's hitpoints and distance.

All bigger projectiles/etc can be shot to make them explode sooner. The mines are kind of easy to destroy or escape from. Pretty sure the missiles aren't going to be that easy, which is why the mines are also intended be anti-missile weapons. Now I just need to add a missile shooting enemy...


Ammo Items Powerups


There's a whole lot of items. All have some glowing areas for making it easy to find them even in darkness. Smaller ones can be dropped by enemies when they get destroyed. There are 6 powerups. Most of them function limited time. Collecting more of the same powerup adds more time for it.

And since all the item models are done, the next things to do are more enemies, textures, sounds and levels.

The Aliens Again?

The Aliens Again?

News 1 comment

This time there's hundreds of them! All ready to rip you apart.

It was Aliens!

It was Aliens!

News 3 comments

I'm not saying it was Aliens, but it was Aliens and they were Mutants.

Guns, guns, guns, guns!

Guns, guns, guns, guns!

News 5 comments

Waffles, waffles, waffels, waffles! Jam, jam, jam! Marmelade and fate!

Styles Summary/Thoughts

Styles Summary/Thoughts

News 3 comments

Thoughts about the different styles I've tried... Quite a long list.

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conroy_bumpus
conroy_bumpus

wait. you abandoned the one on Darkplaces?

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conroy_bumpus
conroy_bumpus

nevermind, i can see you just renamed it

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OsirisGodoftheDead
OsirisGodoftheDead

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

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Roger_the_mutant
Roger_the_mutant

Really impressive work!! Looking forward to a release

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TwinBeast Creator
TwinBeast

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...

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TwinBeast Creator
TwinBeast

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.

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TwinBeast Creator
TwinBeast

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.

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ceriux
ceriux

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

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TwinBeast Creator
TwinBeast

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

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Innerdeadly
Innerdeadly

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.

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TwinBeast Creator
TwinBeast

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.

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Blaze
Platforms
Windows, Mac, Linux
Creator
TwinBeast
Engine
Quake Engine
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Sci-Fi
Players
Single Player
Project
Indie
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