Unsung, a World War I adventure in Wolfenstein 3D, lets you slog through the trenches in true pixelated FPS fashion. Along the way as you fight through the German trenchs as an Allied Trench Raider in an attempt to disable a crucial German Artillery Bunker, you had better watch out for machine gun nests, flamethrowers, poison gas, and an army of soldiers out to kill you.
Based off Wolf4SDL code, Unsung is a stand alone mod which does not require dosbox to run on Vista or Windows 7. With new graphics, sounds, levels, and weapons, prepare for a whole new Wolfenstein 3D experience.
Duralumin Wind started off as one of a number of random small projects I was making in gamemaker in the winter of 2015. At the time I hand not done any coding in nearly three years after wrapping up Unsung in January of 2013. It was during the summer of 2015 that I had slowly gotten back into modding and making games, spending time making a few levels in Quake 2 while mucking around in the free versions of construct, unity and gamemaker.
It was a youtube tutorial by HeartBeast (check him out on twitter or youtube if your into gamemaker), that introduced me to using 2d primitives in gamemaker, that served as the impetus to make an actual game. Playing with 2d primitives and demo I made while learning about them was what would latter become Duralumin Wind. Below is a picture from of what would latter become Duralumin Wind.
Ironically the screen shot doesn't show any of the 2d primitives. Today this is what the project looks like. The basic visual layout remains the same, but nearly everything else, art and code, was changed since those early builds.
In the future I'll post some more about the making of Duralumin Wind.
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Highest Rated (2 agree) 8/10
Its weird having to face the same rifle toting troops, the regular kind of trooper should come in variants with a MP40 or the trench shotgun (one of the few shotguns actually modified for war use). I think that the flamethrower dudes really need faster movie flames because I have not been hit once as of yet. That level with all those trees is really badly designed, the trees are way to far apart that it makes it difficult to tell whether you can get passed them or not. If you want players to know…
Jan 28 2013 by TheUnbeholden