A side-scrolling tactical 2D shooter that sets out to be challenging and to some extent realistic. The goal is to resolve situations where armed suspects and hostages are involved -- with as little bloodshed as possible. Inspiration is taken from the Police Quest and Rainbow Six series, while I add my own touch of blood and gore.

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3 comments by isbeorn on Jul 13th, 2015

I don't have the time to do this. And by this I mean building my own game engine. You may have noticed this by my lack of updates. Even so, perhaps surprisingly, the truth is I have been working on it a couple of hours per week, every week. However that time has gone into my engine and not so much into gameplay so there has not been much interesting to show.

Building my own engine is complicated and I keep running into problems. And I've been stubborn. And perhaps a bit proud of doing everything myself. But I don't have enough time and perhaps not enough discipline either. It's taken a long time and now I'm about ready to give up.

But not on the game, no! I want to create this great game that you've only seen a little bit of. So now I'm going to try making it with Unity instead. Unity is a freely available, fully featured game engine.

This past weekend I started prototyping in Unity and progress was quick. Before committing to it completely I must know that I can do the technical stuff I need (the gory bits!). I am sure Unity is capable and that I simply need to learn it. I will be able to put much more of the time I have available into gameplay and not have to loose it on engine and tools. Also with a complete and modern engine comes a lot of free fluff that should make Blood & Bullet more pleasing to the eye.

While it feels a bit sad to throw away all the work I've put into my engine I need to remember that I'm not throwing away the game and the idea. The things I've already done will be that much quicker to implement in Unity because I already know how they should work. And I've already seen that much of the technical stuff is quite similar as well. In the end it should not matter which engine it is implemented in. I'm sure you will agree.

I hope I will learn Unity quickly and then have a new demo ready!

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Demo 3

Demo 3

Jul 5, 2013 Demo 30 comments

The third Blood and Bullet demo adds more game play mechanics. Use concussion grenades to overwhelm the suspects. Restrain them, secure their weapons...

Demo 2

Demo 2

Apr 19, 2013 Demo 2 comments

This demo is more of a taste of game play than the previous one, but still with some obvious parts missing. There are more weapons, a bit of AI, rooms...

Sandbox/tech demo

Sandbox/tech demo

Mar 15, 2013 Demo 4 comments

This is not a game-play demo. I just want to point that out. It's a sandbox/tech demo of the features so far. It's scaled down a bit to keep it simple...

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Release 1
Blood & Bullet

Release 1

Aug 12, 2013 Enhanced Bodies Demo 0 comments

First release / possible demo / full release of the addon. Tip: Backup your hostage files before installing. To do that, go to "bloodandbullet/data/graphics/bodies...

Post comment Comments  (0 - 10 of 236)
Squeeeze Jul 13 2015, 2:33am says:

This game is crazy cool and crazy fun. i hope to see more updates in the future

+3 votes     reply to comment
UltimateHeron Jul 12 2015, 5:20pm says:

This game is such a piece of art! I`ve been keeping my eye on this for quite some time now. And i`ll tell you, this is one of the best games ever. Siriously.

Do a kickstarter for this.

Isbeorn, huge respect to you for your work.

BTW, any updates so far?

+3 votes     reply to comment
isbeorn Creator
isbeorn Jul 13 2015, 1:26am replied:

Thank you, that means a lot to me. I really want to make this game. And I know I have to find another way forward... It's taken some time to make up my mind but now I'm going to try something different. I'll be writing about this separately.

Thanks for you never-ending support!

+3 votes   reply to comment
stevie231 Jun 6 2015, 1:47pm says:

Almost 2 months without updates? :(

+2 votes     reply to comment
isbeorn Creator
isbeorn Jun 10 2015, 12:43pm replied:

Sorry guys, it's been going slow lately. My current task is to re-implement the ragdolls. Rest assured that I'm working on it at least one session each week. I'll see if I can maybe round up some relevant changes for a news post.

+2 votes   reply to comment
stevie231 Jun 10 2015, 3:28pm replied:

No need to rush! Keep doing this awesome work at your own pace :)

+2 votes     reply to comment
mauriciosassakicg Mar 1 2015, 2:57am says:

i've found 2 issues on demo 3, when you hold lmb, and the button of respective weapon, he shots super fast, and when you run towards a door, you pass trough it, keep updating the game and i looking foward for demo 4, loving this game, i aways going to support it!

+2 votes     reply to comment
isbeorn Creator
isbeorn Jun 10 2015, 12:59pm replied:

I could reproduce it now. Thanks. It's simply standing next to the door with the walk key pressed and then pressing sprint. For some reason, mauriciosassakicg, I read your original report as two separate things. Reading them as one I understood it :). Movement is completely re-written for the new demo so it's already fixed.

+1 vote   reply to comment
isbeorn Creator
isbeorn Mar 1 2015, 3:34am replied:

Haha you found that one, congratulations! I remember leaving that one in for a fun exploit. It will be removed for the next version of course. Not sure about the other one but maybe the door is destroyed when you shoot at it? Thanks for supporting :)

+3 votes   reply to comment
Proxystarkilla Jun 5 2015, 8:54am replied:

No, I've had it too with the door. It's definitely there and closed, by sort of pressing sprint on and off while walking into the door, you'll go through it.

+1 vote     reply to comment
stevie231 May 10 2015, 4:35pm replied:

Using this with the shotgun is pretty fun! No one survives the full auto blast :P

+1 vote     reply to comment
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Blood & Bullet
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Tactical Shooter
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Latest tweets from @bloodandbullet

Lots of work done today. Most notably a mesh loader. Now I can design props more easily for the levels.

Apr 25 2015, 7:03pm

This weekend I've added some basic behaviors for the computer controlled characters and the first drafts for the new limb textures.

Apr 12 2015, 4:42pm

New video uploaded on indiedb with a performance test on drawing level decals.

Mar 25 2015, 4:49pm

For quite some time I've only built the project in debug mode, so tonight I adapted it to build in release again. One step closer to a demo.

Mar 24 2015, 4:58pm

This weekend was another productive one. I'm going to post some more news on indiedb this week.

Mar 23 2015, 9:30am

Lots of work done this weekend. Promising performance improvements with some new techniques.

Mar 8 2015, 4:53pm

Got work done on level construction and rendering this weekend. It should soon be restored to the previous level of functionality.

Mar 1 2015, 3:28pm

Tonight I'm re-designing the level and room architecture. Tomorrow I will re-implement them and add unit tests. T.co

Jan 30 2015, 2:53pm

The basic GUI is to large parts complete. I've also been playing with 3-dimensional backgrounds and begun work on the tactics module.

Jan 26 2015, 6:56am

I'm working on the user interface again, this time backing it with unit tests. I should have a mock-up of the entire interface soon.

Jan 2 2015, 6:44am

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Blood & Bullet
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