Slay the cult, save the future. Our future never happened, that is until you decided to fight for it. Go back in time to fight the blood cults and their vampiric overlords before they get a chance to consume humanity. Created by two guys with big ambitions, MAYHEM blends together the gameplay of Call of Duty Zombies and Doom topped off by a powerful score by Mendel bij de Leij (Aborted, System Divide, Mendel).
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Hey there, thanks for checking out our second dev-log for MAYHEM.
This week I’ll be discussing the release of our latest test version and some of the major changes made in them. The new version is changing MAYHEM slightly, gone are the portals every 3 rounds that take you to new arenas. Instead we’re going back to the classic setup in which you run around in a small arena, unlock new parts in and hunt for easter eggs. Later on the game will have you unlock new maps. The reason for this is that I strongly believe the game was more fluent and fun in that classic setup (if you felt differently please let me know). MAYHEM works best if the player is forced to play in small arenas and has to manage their resources well. But we haven’t just removed the other arenas, while they aren’t in this test-version they will make a return in the future.
I’ve added a new way to gain perks in the game, instead of just scoring points players now gain experience instead. All perks have been redesigned and now stack, players can have multiple copies of each, so you can now have crit chance and pierce on the same weapon. There is a caveat though as there is a perk limit of 6. Meaning that every perk you choose should be carefully considered.
You now level up between rounds
The old arena has been restored to its initial version, with the key and locks returned. Moreover, a new easter egg has been implemented together with some quality of life improvements. Enemies can no longer get stuck in geometry and colliders have been adapted thanks to a lot of feedback from our testers.
The doors have returned
You'll have to look for this one
The lobby has been changed as well, it is now fully modeled and textured. The lobby also replaces the classic perk room for the rest of a run.
Quite an upgrade from the old greybox
I’ve also spent considerable time trying to fix the wave skip bug and an issue which caused everything to become immortal. Since both issues stem from low level problems the solution I chose was to rewrite a large chunk of the code in order to bypass the buggy parts of MLAPI that caused the issues.
Hey there, thanks for checking out my first dev-log for MAYHEM, a roguelike horde fps. This week I'll introduce you to our newest enemy: Big Doot.
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