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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TwinBeast Author
TwinBeast Jul 26 2015 says:

The first mission in the video has a palette swap, though the nightvision mode also swaps the palette. The other palette is still just 16 colors. This way some levels could have violet and different tint on the grey. It could be something to set into the levels or randomized.

Player got a portable medikit, but it doesn't have any model yet.. just needed to add some medikit function already.

The weapons don't have animated parts or muzzle flashes yet. I'll do them some time later...

+2 votes   reply to comment
ceriux
ceriux Jul 26 2015 says:

the gameplay already looks really fun, nice level design!

+3 votes     reply to comment
numbersix
numbersix Jul 26 2015 says:

I need to master this palette swap. I got some ideas for that.

+2 votes     reply to comment
OsirisGodoftheDead
OsirisGodoftheDead Jul 27 2015 says:

Looks awesome, Reminds me of AvP Classic.

+3 votes     reply to comment
thonglover
thonglover Jul 27 2015 says:

This is interesting

+3 votes     reply to comment
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Description

Testing the randomized mission stuff. Currently player, enemies and civilians are spawned randomly. The mission ends when player has killed all the enemies or if player died too many times. If too many civilians died, the mission failed.

Player has multiple start points and one of them is selected randomly at the level start. Possible respawns in the same mission use the same start point.

The enemies and civilians are tossed from spawn points. The "worldspawn" entity has controls for how many should be spawned. Game difficulty settings, mission type and player's status should affect the amount and enemy types. Fewer/easier enemies in easier difficulties or first missions.

The spawn points should get a "group" thing into them, and the active "group" would be selected randomly at level start. The other "groups" would be inactive and wouldn't spawn anything. Then there could be some on/off walls blocking some parts of the levels without player/enemies/civilians getting spawned to the blocked areas.

Video Details
Date
Jul 26th, 2015
Views
49 (1 today)
Length
04:27
Filename
blaze_rndmissiontesting.avi
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