ViciousOnslaught, the game idea that me and hitman213 would give to a gaming company was dead.. It had too many ideas, too many controversial ones, and thanks to Columbine, I started worrying that the game would not work or get censored by the companies in fear of the horrible ideas we put in it. So we canned the design document in 2001.. It was getting to big for it's own good..
For years I wanted to see what ViciousOnslaught would be like in a game... The game idea was so cool that I had to see it in action! So I made several Doom mods based on the story. Most were junk but were never released. The early ones were just Hacx with different levels and bastard doing voice acting.. One even died in a hard drive failure. I also tried to make several FPS Creator ViciousOnslaught games that all ended up having GIGANTIC FPS issues and they were ditched as well because FPS Creator turned out to be a complete pile of junk later that crashed while loading levels 90% of the time anyway, so I ditched that Pile of crap software...
Then 2009 hit.An actual ViciousOnslaught version was made... But this one was never released minus on a youtube channel for a LP. This one had lots of stuff taken from other mods. And games even.. Therefore it was never released at all. But for this version character one liners were finally done by me, and my own music which was getting good at the time, was used as a soundtrack.
This version had the most similarity to our original idea. It had the most complete idea representation and the best looking enemy sprites. Things were a little bit different than our idea, but for the most part it was similar enough. If I wanted to just keep this to myself, this version would suffice. But there were issues. The maps I made for it weren't that good. They were buggy as hell, had ugly texture misalignment's everywhere and some even had missing textures. The maps were the biggest let down. Everything else was great, especially the one liners.
New characters were invented for this failed version. Deltree *.*, Harry Cox, and Mark "Byte" miass. Mark Miass was your Anti-social services info guy who would give you mission objectives. Harry cox was the Leader of the Anti-Social Services, and Deltree *.* was an insane AI controlling a space station with nuclear weapons attached to it that was threatening to nuke cities from orbit unless you joined with it.
Named after a stupid incident I had with a dos command with the same name that deletes all your files, Deltree *.*, was a leet hacking AI that was invented by the Cult Leader, who now had a name, Damian Ichabod (actually that name is my old internet nickname as well, I named myself after him).
Deltree had the most annoying voice imagine able. Loud and annoying, designed to piss people off. He also had the the habit of calling you "PIEHOLE!" a lot. Don't know why. He needed to be "downloaded" into your "box" to join with you because only he could drop the Forcefield protecting damian ichabod, so if you didn't do the joining, damian was unkillable. He was also insanely funny for a character. Asshole was funny as hell... But Deltree was even More funny! The Characters really stole the show in later levels like level 28 and 30 in the final game and he can still be heard in the final game's later levels.
One feature this scrapped version added were cyborg powers such as the ability to put up a forcefield with a key, the ability to cloak yourself with another key, and similar. These would later on become mandatory to surviving the game.
This version was eventually scrapped for randomly generated mapped versions that were not nearly as good. They used better resources (free to use ones) but they had bad map design that was insanely confusing and filled with tons of enemies at the same time. On the plus side, they all used free to use textures in a custom texture pack made for half-life called the Photorealistic Texture Pack. Most of the textures for these versions came from this but were altered to be bump mapped in a painting program. Other textures came from free texture sites all around the internet that got textures from photos of real floors and walls. These looked amazing, even more so than the Photorealstic texture pack ones, so I used them... A lot of the liquid, floor, and rock textures are from these free texture sites. One of the these randomly generated Ons games even had slaughtermap gameplay and some turd on 4chan whined about it being randomly generated and beastiary based and didn't even realize the fucking thing was a game and not a gigantic shitty mod as he called it. Fuck him.
This forced me to change the game's name from onslaught to ViciousOnslaught in 2016 when I finally made the final version. This version also had randomly generated maps, but they were good maps and the early ones were not slaughtermaps at all.. They infact were normal doom styled maps with realistic gameplay over them.. Realistic elements were thrown in such as the bleeding feature from STALKER games and cyborg powers were added in again as well. These would turn out to be very important to surviving, because on higher skill settings you died very easily. So protecting yourself with a force field was really important against tough enemies. Some enemies such as the invisible enemy called the X-Fiend required you to use a force field because they could instakill you.
This new version was a lot different than our original idea. For once the maps were not big at all, compared to the designed ideas for them that were conceived in 1995. They were tiny really, being about the size of an average doom level which was part of the original doom game. Some were a little bigger but most could be beaten quickly... Other changes involved cutting out a lot of weapon ideas. Weapons such as the nuclear waste gusher, Tsunami gun, Spike Rifle, and others were not something I could do in the doom engine. The ability to make them was beyond the scope of what Gzdoom could do so they had to go.
Other weapons were completely nerfed for similar reasons. The black hole gun didn't suck in enemies bodies like a real black hole would and would not splatter you with guts from a white whole (engine limitations), the Enema Launcher would not launch a projectile up the enemies ass, and separate the body into two parts and launch the body's top part into the air, instead it would shoot a soapy exploding projectile that came with one liners when it exploded (engine limitations), the Skewer would not allow you to rip out guts of the enemy with a wench effect (Engine Limitations), the secondary fire of the stun gun could not be done (engine limitations) and more. The game as a result, was a lot less violent than the original concept. It was still violent as hell and had the eating of guts for health, a feature shared with the old scrapped version.
Enemy design was changed a ton. Gone were the old mutant designs based on Paranormal creatures, they could not be done because nothing was similar enough to them.. So I had to use beastiary enemies and alter their sounds and make them all stealth monsters to make them scary. Drawing the enemies was a no go, I couldn't draw for shit so instead I used beastiary enemies that were somewhat close and in other cases, cool looking.. I always changed them. I made them cloaked and I made them have scary sounds, but a lot of the enemy ideas were changed drastically... Things like the old Monstrosity idea, the old vampire mutant idea and the old Transylvanian Horror idea were altered a lot..
Enemy Old Appearence New Appearence
Vampire mutant Winged Demonic Flying thing Cthulhu Clone with a tiny size
Tranyslvanian Horror 3 legged pinked eyed thing Imp Like thing
Monstrosity Humongous mutant with ugly features A giant version of a musclehead
Musclehead Giant hulk clone A fat flaming demon with horns
Lardass Giant fat cop mutant - Sort of looks like a mancubus
CSC Guard White clad soldier Grey soldier with night vision on
You see how the designs changed. In the scrapped version they were similar in some cases but different in others.... That change made the game less unique but was worth it because the game was finally made...
The gameplay of the game is quite hard. Being the first true FPS game to Emphasize Slaughtermap gameplay in later maps, the game has really tough combat there. Early on not so much, but it has to start easier. But unlike Doom, you got overpowered guns in this and have cyborg powers making the gameplay a hell of a lot more fun. The guns you get are quite insane having a lot of super OP ones like Rocket Chainguns, Dual Rocket Launchers, Rail Missile Launchers that shot missiles at the speed of light at a fast firing rate, etc. These make the game a hell of a lot more fun. And you could become insanely overpowered by turning on a forcefield (which made you invincible) and then hit enemies at point blank range with these super explosives, and it would not hurt you. That gameplay especially is fun, and it is even more fun in slaughtermaps. You have to regularly upgrade your cyborg powers with money you earn early on, but it is worth it.
The game has been in the design phase for the last year or so and I used Hashtags like #gamedev #indiedev #indiegame #indie #gamedesign and the like to push it out there as it was being worked on. I wanted to see how many people would like it. Suprisingly it got TONS of likes on twitter, which is huge. So the stupid idiot on 4chan doesn't bother me as much. I am working on a release for this game now. It will be released quite possibly on October 31 2017. I hope it will be a lot of fun for the fans I got on the #indiegame/#gamedev circles.
Here is a new release trailer people!
I will keep you guys updated for the new release!
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