Blaze is a sci-fi first person shooter action game. It's about shooting a lot of alien mutants in semi-randomized missions. The alien mutants are trying capture all your base, and have already captured at least half of it. You have to defend your base and capture the alien controlled areas back.

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1 comment by TwinBeast on Feb 11th, 2015

Doomed Chocolates

The project changed to use a modified Chocolate-Doom engine a while ago. More possibility for lots of action without framerate going too low. The game palette gets actually used in everything. Using C instead of QuakeC to do the gameplay allows more control how it plays, but I'm not exactly an engine programmer, so some difficult to do features might not be there.


The Aliens Again?


Aliens 2 - Mod DB

Player got a night vision mode, which turns everything green and boosts the lightlevel. It uses some energy. Running use the same energy too. The movement speeds can go through some changes. The default move speed is supposed to be run, and the faster speed is meant to be powerup type running. There's air control and player can jump pretty high.

Player has 4 of the previous weapons improved/redesigned. Other weapons going to get the same treatment. I've made the weapons possible to reload in the models. Reload feature is not yet in game. It may be an option or part of a higher difficulty level. Player takes no damage from his own weapons, but it could be another difficulty level setting.

The difficulty level settings may be customizable, so you could play some serious realistic game with fewer difficult monsters or some brainless fun with tons of easy monsters, or some ultra hardcore mode with every setting turned to the max + 1.


Multi-Color Pyramids

New Stuffs Multi Color

Trained Aliens New Stuffs

New Stuffs New Stuffs

The things can be over/under each other without any problems. Including making some crazy pyramids out of them. There is probably no limit how many can be piled.

Weapon damage can now do Z thrust. So, you can teach them the superman!

The game also runs at 40 tics per second. 35 ticrate of Doom has always felt a little strange.

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Post comment Comments  (10 - 20 of 69)
Roger_the_mutant
Roger_the_mutant Aug 5 2014, 9:45am says:

Really impressive work!! Looking forward to a release

+2 votes     reply to comment
TwinBeast Creator
TwinBeast Jul 28 2014, 9:34am says:

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...

+1 vote   reply to comment
TwinBeast Creator
TwinBeast Jul 28 2014, 2:05pm replied:

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.

+1 vote   reply to comment
TwinBeast Creator
TwinBeast Jul 29 2014, 9:31am replied:

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.

+1 vote   reply to comment
ceriux
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
TwinBeast Creator
TwinBeast Jul 19 2014, 7:16pm replied:

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

+1 vote   reply to comment
Innerdeadly
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
TwinBeast Creator
TwinBeast 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
TwinBeast Creator
TwinBeast 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
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
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Blaze
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TwinBeast
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