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... Read More...

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cd flight

2 months ago News 6 comments

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?

9 months ago News 1 comment

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

It was Aliens!

It was Aliens!

1 year ago 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!

1 year ago News 5 comments

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

Styles Summary/Thoughts

Styles Summary/Thoughts

1 year ago News 3 comments

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

Post comment Comments  (20 - 30 of 71)
TwinBeast Creator
TwinBeast Apr 6 2014 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 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 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 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 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 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 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
TwinBeast Creator
TwinBeast Jan 16 2014 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 replied:

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

+2 votes     reply to comment
TwinBeast Creator
TwinBeast Feb 8 2014 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 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 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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