//== 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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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  (10 - 20 of 57)
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: 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
J_C_A 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
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
J_C_A Dec 20 2013, 3:26pm says:

Recorded some sounds today.. should be enough material to make some sound for most things I have so far.

+1 vote     reply to comment
DrWakey Dec 12 2013, 8:52am says:

Yeah, nice quake'ish style, like that!

+4 votes     reply to comment
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