Players take the role of the Anomaly, an unknown being that awakes in the underbelly of the now dead Bacillus City. Attempting to piece together the puzzle of what happened, players will have to use their wit and fire power to survive the incredibly hostile landscape of Deluge.
Media:
Discord: Discord.gg
YouTube: Youtube.com
Twitter: Twitter.com
ZDoom: Forum.zdoom.org
Hi there! It's been a while since our last major update, hasn't it? Rest assured we've been hard at work. While we realize we've kept you waiting on a bit of a sour note, the team needed the time to get back on track with Deluge. Today we'll be showing you a glimpse of our progress, and alongside that we'll be releasing another big update soon! More on that at the end.
Over the last few months the team has been restructuring the game, making sure every piece of the puzzle falls into place. Since it can be tedious we've indulged ourselves with some of the more fun activities in the process, like touching up the weapons and even completely overhauling some of them!
Anyone who's worked with GZDoom knows how painful it can be to make high quality weapon animations. To make it easier on ourselves we've been prototyping a solution to bring down the average time spent on animating. Our first experiment was the Railgun. We felt its animations were too stiff and could be made more dynamic. With surprisingly little effort, we got the following result:
Seeing how well it turned out, we got to work. With Boondorl's new animation system and Pops' sprite work, we decided to polish up the rifle and breathe some life into it. Featuring a new buttery-smooth firing animation, randomized muzzle flashes, and bullet casings for extra detail. Here it is in action:
While we're proud of the result, there's still a lot of work to be done. We've got some exciting new features planned for the arsenal of Deluge. Expect to hear more about that in the near future.
Speaking of the near future, we're itching to show off what we've been doing over the past few months. Let's just say that Bacillus City has been getting a fresh coat of paint. And maybe some new areas to explore? Keep an eye out for that in the following weeks and be sure to let us know what you think.
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A look at new additions, refinements and updates to the project over the end of 2021.
Looks are only half the equation. It has to play good as well. Here we highlight exactly what we've done to get Deluge as responsive and visceral as possible...
An info terminal about Deluge's mapping in the past, present and future.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
could you maybe release a one level demo
this looks freaking GREAT! omg, cannot wait!!!!
I hope the plan is to go standalone?? This looks too good to not be its own game!!
still waiting and still excited for it
This is art
Wow looks really impressive!
I wonder how you implemented pathfinding within the ZDoom engine.
really it's still in development
It takes a really long time to make a game. With this level of polish I'd say it's very likely to take at least a year more.
That's fine by me as long as the final game is amazing
i smell a steam release
Absolutely wow. Congratulations. Lookin forward to this. As someone who enjoys VR as well as desktop, any chance for optional weapon models?
The team has been thinking about factoring in VR compatibility, but have decided against making any compromises that might affect our intentions for the project as a desktop-based product first.
However, if everything turns out alright we may revisit the world of Deluge later down the line and create a standalone VR-exclusive experience. This would likely be several years away, though.