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Coming soon with the next update.
That's right, the face-huggers will climb onto your face. Its game over. You will need to kill these pesky aliens before they get too close. If you're lucky their attempt may fail, but if successful, you're dead.
I've been toying with the idea of a 180 motion tracker instead of the 360 one. Below are some proof of concept tests. It really helps build tension and keeps you on your toes. You will be able to choose from the full-screen hud, a info-free hud, or the classic style hud with the + or - keys.
I'm also ramping up the gore. I needed to ensure a solid fps with hordes of enemies on screen at times. Now I can add back much of the gore from Kontra Kommando's Trilogy TC, dialing in that sweet spot between performance and visuals.
Planning an update soon with all these new features. Likely will include 2 new maps for a total of 4. I'll save the final 2 maps for the first official beta.
Article on Exclusively Games: Aliens: Eradication on ExclusivelyGames.com
Have a great Halloween all!
After some seriously frustrating research and testing, I have added a new feature that was suggested to me by my friend and YT creator, KillsAlone.
The player now has some limited control over friendly NPCs. They can be instructed to stand-in-place by pressing the "use" key on them. Doing this a second time will instruct them to follow you. This new ability adds many new strategies for tackling the various encounters in the maps.
THIS FEATURE IS CURRENTLY UNAVAILABLE IN DEMOv3. It will be added to the next update. Thank you for your patience.
And here is a new video by KillsAlone. Check out his channel.
Have a great day!
TIPS FOR PLAYING *ALIENS:ERADICATION*
A few tips to help you get the most out of Aliens: Eradication
-Keep your eye on the Motion Tracker. Not only during the "quiet" moments, but in the middle of combat to see if you are being flanked or attacked from behind.
-Exploration is the best way to prevent running out of health and ammo.
*ALL DIFFICULTY SETTINGS ARE AVAILABLE* - play on "A Few Aliens" for a more "Isolation" feel all the way up to "Hordes Of Aliens" for an extreme challenge.
IF PLAYING AS A COLONIST:
-Not recommended for a blind playthrough.
-This is a survival style class where the player faces challenges of resource management, minimal starting equipment, lack of armour and auto turrets.
-Heavy exploration is required to find weapons and items. Search areas thoroughly before moving to the next.
-Friendly NPCs can help in a gunfight but are not crucial to the gameplay. (they do not count towards the "monster count")
-Use fire and electrical hazards to destroy incoming xenos. Be careful though.
-If all you have is a pistol, you can lure an enemy to burst through a vent cover, allowing you access to the vent system.
-If you are lucky, an NPC will drop a red key card upon death (but not if you grenade them), allowing access to storage rooms. The card can also be found in a secret.
IF PLAYING AS A MERCENARY:
-Place your turrets wisely and protect them. The xenos will destroy them quickly if surounded. Some situations can required multiple turrets.
-Collecting INTEL folders in the map will allow you access to the exit or other areas (depending on the map). They are placed at randomn spots.
-"Use short, controlled bursts" with your pulse rifle to conserve ammo.
IF PLAYING AS A YUTANI-OPERATIVE:
-Your mission is to kill all colonist and mercenaries in the level. This will allow access to the exit.
-The flamethrower is best used on xenos and the pulse rifle on humans. But they will both do the job.
-Use cover tactics against the humans who, unlike early alien enemies, have a ranged attack.
-If you are lucky, a colonist or mercenary will drop a red key card upon death (but not if you grenade them), allowing access to storage rooms. The card can also be found in a secret.
IF PLAYING AS A COMBAT SYNTHETIC:
-Med kits will not work for the synths. They must find repair/replacement stations (use auto map and look for red crosses). So watch your health closely.
-The auto mode for the smart gun works by holding down the fire button and placing the crosshairs near your target. Press the alt fire to switch to manual.
-Even in auto mode, the smart gun has a slight recoil. Keep adjusting your aim to remain on target and keep a steady "lock" for the smart gun.
-Save the smartgun for larger engagements to conserve ammo.
Updated the DEMO to version 3 with 2 maps and lots of changes and improvements.
Now fully compatible with GZDoom 4.2.1 (as far as I am aware).
WHAT IS NEW IN DEMO 3:
-New flashlight added for compatibility concerns with newer GZDoom builds.
-Brightmaps added to select textures and sprites.
-Mercenary and Yutani-operative enemies fire grenades as a secondary fire.
-Visual improvements and effects.
Fixes from Demo 2:
-Hud scaling is fixed for all resolutions.
-Hatched eggs no longer count towards the total monster count.
-Flares no longer pass through unbroken vents and no longer break windows.
-Aliens behaviour is slightly more aggressive.
-Smart gun locked behaviour improved.
-The COLONIST has access to the colony's electrical and fuel systems creating opportunities to set fire and electrocution traps.
-The MERCENARY must fight colonist, conducting a raid to steal valuable research and material related to the xenomorphs (who have gotten out, of course).
-The YUTANI OPERATIVE must fight mercenaries, colonist, and xenos in a sweeping "Kill Them All, Leave No Witnesses" mission.
-The COMBAT SYNTHETIC must find repair/replacement stations located through out the colony to heal and cannot use the standard (human) health kits.
-Also has a data base of schematics for the colony compound, providing it with the full automap on start up.
Preliminary playtesting for Map 3 is complete for all four classes. Map 4 is done for the Combat Synth and Mercenary classes. Improved the visuals for both maps and even added a few underwater sections.
Have a great day!
Rolling right along with all scripts for map 3 AND map 4 complete, for all 4 classes. Just need to playtest them a million times :) and they...…..are...………..done.
By map 3, one of the classes you can chose will encounter the first of the Predator enemy class and another one will face the first Alien Queen enemy class. Of course, if you chose an easier difficulty, you may not encounter either of them yet.
The story is more fleshed out with some twists and turns, but I don't want to spoil anything. Besides, ultimately, you can ignore the story and just blast away at enemies.
Map 5 is 80% complete geometrically. It still needs a lot of work. Realistically, I will likely make this 6 maps in total, with the possibility of releasing other sets in the future.
Have a great day all!
Some new screenshots.
Map 2 is officially done. Playtesting and all. On to testing and tweaking Map 3. The map build is complete just needs some final polish.
Other changes/additions (not yet updated in demo version):
Testing PC specs: IntelXeon CPU 2.13GHz Win10 64bit GeforceGTX960
My video capture software crapped out so I can't make videos at the moment, so here's some screens.
Screenshots of map 2:
Have a great day!
Playtesting the scripts for each class on map 02 and writing some of them for map03. All the mapping through map 04 is done. I'm sure there will be tweaks and changes but the maps are completely playable as is with at least 80% of the item/monster placement finished as well. Now it's all about the unique encounters and scripts for the separate classes and playtesting each of them...whew.
Anyway, it's closer to finished than not. :)
Took some screenshots while testing map 02:
Have a great day!
Ok, I'll admit it. I've gone a little "brightmap" crazy. But I like the results.
They flash and blink and all that good stuff. Ok, time to focus and get this thing across the finish line (or at least closer to it :)).
Have a great day!
Some kind people pointed out a problem when playing with v3.3.2 or earlier. Apparently the BLOCKASPLAYER actor flag only works in v.3.7.2 or newer and causes the game to crash on load up. So until I figure out how to make this work for earlier versions, make sure to update your GZDoom.
Added some brightmaps (first time making them) so now the merc enemy has a shoulder lamp with dynamic light bound to the actor.
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