Darkraze is a tactical FPS project in development, created by a two man team named Renegrad Studios. We are planning to implement unique and team-based features, and tactics to turn the tide of the battle. There will be a variety of weapons and heavy customization to fit your style. The use of various technological gadgets will aide you through the battle and have specific specializations to support your team. Keep in mind that what is currently being shown is NOT final. Follow us on Facebook and Twitter for more frequent updates.
YouTube Channel: Youtube.com
Hello, and welcome back to another development log of Darkraze! You may have noticed how I didn't say Week #7 since I have been absent from IndieDB for over a month. So, the start of the school year is always the most important part of education, and of course, with mid-terms/finals coming up, school is certainly not helping the development process at all.
(If you don't care about my explanation of my absence, just skip ahead to the next paragraph)
So, I have risen from the dead, but I will continue developing the game whenever I have spare time. However due to the fact that I can't guarantee to post news updates every week, I will only post when I have interesting things to talk about (when I have the time of course). Now, you are probably wondering, what is a high school student spending all of his time on? Well, the answer is quite obvious: school-work and maintaining an acceptable GPA. Not only that, but I have college courses that are quite challenging and have to put time into. I have much more to life than just sitting at the computer programming, so I will count game development as a hobby. However, education should never be sacrificed just to complete the game of my dreams. Sadly, that's just the way life goes.
So anyway, moving onto the interesting stuff that you newcomers/followers are here for, to show the current state of my game. First of all, I mainly improved many features and fixed many bugs dealing with network and some gameplay elements. However, the most important feature that I want to point out is that I finally got around to sticking with a web host (an actual great one that doesn't have downtime every 2 days). This enables me to develop more towards web server-sided things and beginning to store data and info online. Of course, everything is basic without any special features, but at least it's functional.
Retrieved data after a (very short) match
As you can see, it loads and sets data on the server without having fear of losing progress. So, now you can actually progress through the game with some sort of objective! In addition to that, we also improved the effect of EMP to be more distracting and harder to aim. Not only it restricts vision, but it also impairs hearing so have to be constantly on the lookout for enemies.
Finally, we improved the camera effect of encountering explosions. Once you are within the explosion proximity, it will blur your vision and utilize a new effect: radial blur. This makes you feel like the player actually felt the shockwave, instead of the camera just shaking.
Those are the most notable features of the things I got to work on. However, many of the others are either under-the-hood changes to code, or too insignificant to even show. Thank you everyone for reading, and I hopefully will see you in the next dev-log!
Thanks for the support,
Kevin, lead developer of Renegrad Studios
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