Ok People. Some news here.... I am readying up my 2 FPS games ViciousOnslaught and Serious Sam Revealed to be released. Whether they actually get released is another thing. But I am planning a release possibly on October 31 2016, Halloween!
The release will happen depending on several factors... If the following things happen there will be a release...
A) No one talking about these games on a community forum for ANY game.
B) No one trashing them on such forums or on shitty sites where idiots who trashed stuff I've done before like to congregate. I will not name such disgusting sites but they exist people.
If NONE of that happens then there will be a release for Both games on Halloween 2017.
I want to especially release vicious onslaught because when I released it last year, no one downloaded it. It needs to be re-released, due to that. It's based on Me and Hitman213's video game idea from 1995 so you know it will be good. The Serious Sam Revealed game will also be released around the same time. Expect both of these releases to be links to my 4shared account. I am not changing my upload site any time soon so that will NOT change...
I have made online backups of the final release versions of each game. Each release version has it's own IWAD and a zdoom.ini that autoloads the necessary PK3 file as well. The games are separate games and do not require doom to play. Do NOT install in the folder you install doom. These will need to be in their own folder per game.
All the testing is done for both games. Both came out great... Below you can see the trailers for the games...
Stay tuned for updates that will tell you if these games will be released or not...
Thursday, October 5, 2017
Tuesday, October 3, 2017
(Offtopic) Complete Morons on Twitter Blame Las Vegas Shooting on Violent Video Games.
Complete Morons on Twitter Blame Las Vegas Shooting on Violent Video Games.
Ok, I'm posting this here, as well as my Censorship Related Blog, because I want to show off idiocy on twitter that happened after the Las Vegas Shooting incident that happened recently. As you are well aware by now, Some crazy gunman shot and killed 60+ people at a Country Music concert in Las Vegas yesterday. I have no clue why he did it, but one thing I know is that it wasn't the usual scapegoat of "OH NOES! VIOLENT VIDEO GAMES ARE MAKING SHOOTERS KILL PEOPLE!"
How do I know this?
All you have to do is read people... Read the articles about the Perpetrator in this case such as This one, this one and This one.. Here's the ticker... None of them even say he played violent video games! NONE! So why in the blue hell are there idiots out there trying to incite BS by blaming a tragedy on Video Games?
On twitter, every time there is a mass shooting, I am all over it. I'm looking for:
A) People blaming the shooting on games or a gamer.. Both have happened in Mass Shootings
B) People using Fake Evidence to say the shooter was a Gamer. I've seen this as well..
I was looking on twitter when the mass shooting happened... And still am as of today. At first it was only 2-3 people blaming games but that count rose to 15-20 by tonight... It's spiraling out of control now. It's not nearly as bad as the UCC shooting, when there was 100+ people on twitter whining about violent games but you see what happens when violent games become a scapegoat.
As an author of an upcoming FPS game I just want to expose these idiots... So from now on this post will do just that..
I screencapped the idiots in question.. All 9 of them...
Another idiot blaming a shooting which has NOTHING to do with Games on Games.. No we don't need to "look at Video games full of bang-bang shoot-shoot!" you idiot. They had nothing to do with this... In fact we don't know why the guy did it, so stop trying to use a tragedy as an anti-gaming soapbox! BTW this guy calls himself an Entropenour... What an idiot.
No video games are not EVIL! Fuck you idiot. No proof was given on the internet to prove he was a gamer, he was a gambling addict you idiot.
Nothing could be further from the truth. How is a video of innocent people being shot and killed like a video game where that crap does not happen, like Doom or what not. Over generalizing to bash a game again. Most games are NOT like the video in question, so this guy should just shut the fuck up.
No we are not Desensitized. Prove it! Stop lying between your teeth to spread PROVEN nonsense claims about fake video game violence causing Desensitization to real life Violence which cannot happen in real life anyway...
No I don't you idiot. The guy was obsessed with GAMBLING, not gaming. No hint of him being a gamer so stop spreading lies!
Prove to me the shooter was a gamer you idiot. Who cares if "LIBERALS" who "CONTROL media" are OK with this stupid over generalization of Violent games. Most violent games have you fight Hostile enemies, not innocent civilians to murder. Murdering demons and Soldiers and Aliens and Zombies, none of that is possible because they all fight back. For it to be murder, they have to be not attacking first, and guess what most games don't have you fight defenseless civilians you idiot.
So What? It's not like we celebrate REAL violence. Hell most of the people who play video games don't play them for the violence, just the challenge or the immersion or whatever. People who play games for the violence are psychopaths and most gamers don't fall into this category. So this is nonsense because of that you turd.
More anti violent games BS which is said without proof AGAIN. Another idiot spreading a media lie without remorse. There is NO PROOF people who play violent games will act out the violence in real life, but does this idiot care? NO!
FUCK OFF! We don't need to censor violent games and TV due to a massacre that had no links to either. Stop being an idiot by pushing for censorship, because that's what NORMAL people call shitting on a tragedy to PUSH AN AGENDA!
These people piss me off.. I know there isn't a lot this time people, but there is a significant amount and it gets worse every day. It seems that there is always people trying to blame violent games for a massacre, NO MATTER what the cause might be. Even if the cause can be proven not to be violent game related, they don't care, they just do it. These people are inciting censorship of an artform and they need to go to jail for this. What if Senators or Congressman read these people or (God Forbid) they write to them and complain about violent games. Then we have actual censorship of something happening. Twitter needs to really step up their game by deleting accounts like this to prevent stupid unwanted censorship of an ART FORM after a shooting that had no links to the art form, AT ALL!
Ok, I'm posting this here, as well as my Censorship Related Blog, because I want to show off idiocy on twitter that happened after the Las Vegas Shooting incident that happened recently. As you are well aware by now, Some crazy gunman shot and killed 60+ people at a Country Music concert in Las Vegas yesterday. I have no clue why he did it, but one thing I know is that it wasn't the usual scapegoat of "OH NOES! VIOLENT VIDEO GAMES ARE MAKING SHOOTERS KILL PEOPLE!"
How do I know this?
All you have to do is read people... Read the articles about the Perpetrator in this case such as This one, this one and This one.. Here's the ticker... None of them even say he played violent video games! NONE! So why in the blue hell are there idiots out there trying to incite BS by blaming a tragedy on Video Games?
On twitter, every time there is a mass shooting, I am all over it. I'm looking for:
A) People blaming the shooting on games or a gamer.. Both have happened in Mass Shootings
B) People using Fake Evidence to say the shooter was a Gamer. I've seen this as well..
I was looking on twitter when the mass shooting happened... And still am as of today. At first it was only 2-3 people blaming games but that count rose to 15-20 by tonight... It's spiraling out of control now. It's not nearly as bad as the UCC shooting, when there was 100+ people on twitter whining about violent games but you see what happens when violent games become a scapegoat.
As an author of an upcoming FPS game I just want to expose these idiots... So from now on this post will do just that..
I screencapped the idiots in question.. All 9 of them...
Another idiot blaming a shooting which has NOTHING to do with Games on Games.. No we don't need to "look at Video games full of bang-bang shoot-shoot!" you idiot. They had nothing to do with this... In fact we don't know why the guy did it, so stop trying to use a tragedy as an anti-gaming soapbox! BTW this guy calls himself an Entropenour... What an idiot.
No video games are not EVIL! Fuck you idiot. No proof was given on the internet to prove he was a gamer, he was a gambling addict you idiot.
Nothing could be further from the truth. How is a video of innocent people being shot and killed like a video game where that crap does not happen, like Doom or what not. Over generalizing to bash a game again. Most games are NOT like the video in question, so this guy should just shut the fuck up.
No we are not Desensitized. Prove it! Stop lying between your teeth to spread PROVEN nonsense claims about fake video game violence causing Desensitization to real life Violence which cannot happen in real life anyway...
No I don't you idiot. The guy was obsessed with GAMBLING, not gaming. No hint of him being a gamer so stop spreading lies!
Prove to me the shooter was a gamer you idiot. Who cares if "LIBERALS" who "CONTROL media" are OK with this stupid over generalization of Violent games. Most violent games have you fight Hostile enemies, not innocent civilians to murder. Murdering demons and Soldiers and Aliens and Zombies, none of that is possible because they all fight back. For it to be murder, they have to be not attacking first, and guess what most games don't have you fight defenseless civilians you idiot.
So What? It's not like we celebrate REAL violence. Hell most of the people who play video games don't play them for the violence, just the challenge or the immersion or whatever. People who play games for the violence are psychopaths and most gamers don't fall into this category. So this is nonsense because of that you turd.
More anti violent games BS which is said without proof AGAIN. Another idiot spreading a media lie without remorse. There is NO PROOF people who play violent games will act out the violence in real life, but does this idiot care? NO!
FUCK OFF! We don't need to censor violent games and TV due to a massacre that had no links to either. Stop being an idiot by pushing for censorship, because that's what NORMAL people call shitting on a tragedy to PUSH AN AGENDA!
These people piss me off.. I know there isn't a lot this time people, but there is a significant amount and it gets worse every day. It seems that there is always people trying to blame violent games for a massacre, NO MATTER what the cause might be. Even if the cause can be proven not to be violent game related, they don't care, they just do it. These people are inciting censorship of an artform and they need to go to jail for this. What if Senators or Congressman read these people or (God Forbid) they write to them and complain about violent games. Then we have actual censorship of something happening. Twitter needs to really step up their game by deleting accounts like this to prevent stupid unwanted censorship of an ART FORM after a shooting that had no links to the art form, AT ALL!
The History of ViciousOnslaught : Part 2 of 2 : Making the Game...
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!
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!
Monday, October 2, 2017
The History of ViciousOnslaught : Part 1 of 2 : Designing the Concept
ViciousOnslaught began it's life sometimes in 1995. Me and a friend (Hitman213) were walking home from high school. We were both fans of FPS games like Doom, Doom 2, Heretic, Wolf3d, and the (at the time) newly released Rise of the Triad. We were both from Massachusetts, a little suburb of Boston which I will not name here... But we were both huge FPS fans, and I was especially a big Doom Fan..
So We were talking about Doom. He then said, "Wouldn't it be cool if we could make our own game?"... I quickly told him that that would be impossible, because we were two guys with no experience in modeling, coding, texturing, sound work and the like. We were only beginner programmers then and had no experience in the other areas.
But we trudged on....
We thought up a name for our game later but first we did some sketching.. First thing we sketched were weapons. Hitman213 sketched a flamethrower, a spiked yoyo and a machinegun. All of those minus the spiked yoyo were in the final viciousonslaught. We later on sketched our character, which we named Bastard... He was a mercenary. We hadn't thought up the story or enemies yet. But he drew the enemies soon after. They were white clad soldiers, and he drew the first mutations, one that looked like the hulk (which is not in the game's final version). The white clad soldier became the soldier with a night vision goggle thing on later on.
It was then thought up that we would use His story. His story involved some evil madman with resurrection powers resurrecting evil people in history, think Hitler, Stalin, Genghis Khan, Vlad the Impaler, Etc. I didn't want this story because it would be like wolf3d all over again, I wanted something more original. So I thought up the story that would be used for the game.
He didn't want to scrap his idea. But I convinced him. We went with my story intstead... Some insane cult with illuminati like powers form. They start bombing cities world wide causing the apocalypse to happen. Only your character can stop him because he's a cybernetic mercenary. He named this cult the cult of the serpent church, or CSC for short. I then thought of the concepts of mutations, experiments gone wrong that would be used to attack survivors, plus mechs to guard the cities. You would go through Massive cities doing missions to stop this mad cult once and for all.
Hitman213 then fleshed out our character some more, he was going to be a mercenary, a anti-hero, only in it for the money. He was hired to stop the cult but didn't care at all about what was happening to the world. He was an asshole, who didn't care, period. He wasn't supposed to be a "goody two shoes!"
While I thought of weapon and enemy ideas, he thought of a few. We started with basic weapons... These were the ones we thought up...
Cattle prod
Spiked Yoyo
Knife
Wolverine styled "cats" claw - think the claws that come out of someone's fist.
Pistol
SMG
Assault Rifle
Terminator 2 based lever action Shotgun
Automatic Shotgun
Triple Chaingun
Flamethrower
Napalm Cannon (Shoots flame able explosives)
"asskicker" Dual rocket launcher Backpack
Gasoline Can - A weapon that can spray gasoline on the ground you can light on fire later
Splattering Gas - Shoots gas that gibs enemies, and spreads to nearby ones, all making them convulse
first.
Spread Rifle - A gun with multiple barrels all spread apart shooting a spread of bullets at your enemy. Basically a shotgun on steroids...
Skewer - A weapon that shoots a spiked dart on a chain, that impales enemies, spreads to form a plate
once it goes through, and can be pulled out, disembowling them in the process..
Turd Bomb - A shit throwing explosive!
Enemy ideas were thought of next... They involved me making the following human enemies.
Cult guard - the white guard drawn in our first sketch
Cult Riot Guard - Cult shotgunners basically
Cult Soldier - Cult soldiers armed with machine guns
Cult biker - Cult soldiers on Motorbikes
We then thought of some mutation ideas
Vampire Mutant - Huge winged red eyed mutant
Transylvanian Horror - Small cloaked mutant found behind doors waiting to scare people. Had pink
eyed and 3 legs
Musclehead - A "incredible Hulk" ripoff originally. Later on became something far more demonic.
Lardass - Huge fat mutant with dual grenade launchers.
Monstrosity - The first boss. A gigantic 50 foot tall mutant that attacked New York City.
We then thought of mission ideas, where the game would take place. It was to start in cape cod, MA, then move to Boston, then go to Hartford, CT, then to NYC, then to Newark New Jersey, then to Savanna Georgia, then to Miami where the second boss was fought, a cult general that was planning to nuke Miami. You had to kill him to end the countdown. That ended episode 1.
Then in Episode 2 you would start in Death Valley, California to stop some secret cult cyborg soldiers being manufactured in a base under the desert there, then the game would move to Las Vegas, then to Minneapolis, then to Chicago, then you would be captured in some city and would have to escape from a jail, in a A.S.S. HQ (they would betray you and claim they were working for the CSC all along). Then you Would move to the west coast, and explore San Fransisco, LA, and Seattle and there would be a boss fight in seattle to end episode 2.
Episode 3 would begin in Antarctica and then go to a underwater base, then to Baltimore and then end in Washington DC ruins and there you would fight the final boss....
Our original idea would not be a super violent FPS.... At least when we thought it up in 1995. It was mostly inspired by ROTT then and had touches of Terminator Future shock and Crusader no remorse thrown in. We wanted security devices like cameras and lasers and such, just like in crusader. I also invented kinds of traps that the player would run into, such as radiation pits, bomb traps, etc...
Even though this original idea was not supposed to be a super violent FPS, the release of Duke Nukem 3D in 1996 changed that. From that point on, I wanted Onslaught (as it was being called then) to be a super violent game with tons of gore and nasty one liners. I thought it was a cool idea to borrow those ideas.
So we thought up one liners for our character, bastard.. One liners such as...
"Yup, that's one hellacious dump"
"You're soul betta belong to someone, cause your ass is mine"
"Common you pussies"
"damn I got bigass feet"
"You're about as hot as a naked eskimo, in the north pole, during the winter!"
and many others...
Around this time enemy ideas were being fleshed out. We wanted the following enemies in the game:
CSC Guard
CSC Soldier
CSC Riot Soldier
Vampire Mutant
Tyransylvanian Horror
CSC Biker
Musclehead
Lardass
Metron (Huge walking mech)
Road Patrol (Giant walking mech)
Monstrosity Boss (1st boss)
Turrets
Rocket Turrets
Sewer Mutants (looked like the Flukeman from the X-files)
Stranglevines (Huge living vines that strangled people who got close)
Rock Beats (creatures made out of stone that had a vaguely human form)
Viper Class Cyborg soldiers
Mini Monstrosities
Abomination (Living pile of guts - the second boss)
Ice Beasts (Creatures made out of ice)
Cult frozen patrol units (Cultists in parka's, seen only in Antarctica)
Cultists (Only see in their lair in Washington DC)
The Monstrosity boss started as a gigantic 50 foot tall mutant. Later on it got even bigger, being 150 feet tall. In that form he would throw trucks at you and they would explode. You would need to be in a vehicle to survive. We thought of many vehicle ideas, from motorcycles, to cars, to trucks, to mechs, to jet planes, to blimps even.... Many of the combat ideas in this game would be completely new for games. It was a shame it never got given to a gaming company, I think some gaming company would have made it fun but technical issues prevented us from doing that.
Hitman213 wanted this game to be realistic. So did I. We wanted this to be hard and very unforgiving. I wanted there to be massive city sized levels with 3d textures, and I wanted deformable terrain in it. I also wanted there to be serious effects to your body when you were hit. There were to be 6 health bars for different parts of your body. If one got crippled, you would have to find a splint or find a health station to heal it. If it was your legs you would be forced to crawl. If it was your head or chest you would die. If it was one leg only you would limp. If it was a hand you would drop what weapon you were holding then.
This was the game design around 1997 or so... But we kept working on it in 1998-1999 and added even more ideas.... Especially weapon ideas... Weapon ideas such as the rocket propelled enema launcher were invented around then. The idea was quite controversial and disgusting. It would shoot a homing ass perforating (tm) projectile torwards the enemy that pumped their buts with soapy water. That would make their upper body separate from their lower body in a disgusting death that sent their upper body flying into the air, sending soap everywhere, and blood, and guts, and worse...
Another really badass idea I thought up in 1998 or so was the black hole gun. It created a black hole where you aimed the crosshair. If you aimed for the enemies foot, a blackhole would be put on his foot, sending him flying into the blackhole... You could aim for really bad sections like his groin if you wanted... Hitman213 added a bloody death idea to that, where guts would fly out and land on you from a "white hole" that was put above your head...
Another really disgusting weapon idea was a secondary fire for a weapon I invented called the stun gun. The stun gun shot waves, knocking enemies unconscious. The secondary fire would make bastard run at the enemy once this happened, jump on his chest, sending his intestines flying through his mouth... It was gross..
The violence in this game was going to be insane. We wanted tons of gore, and we wanted the character to be able to rip out hearts of enemies and such. We wanted this thing to be disgustingly violent. It was also going to be horribly offensive as well.. There would be one scene where the monstrosity grabs a school bus, bites off the top, and then "drinks" the school kids down but he gets stomach problems and then barfs them on you! All the school kids would be toddlers.
Other weapon ideas were being thought of then as well... Really wacky ones!
Ideas such as:
Nuclear Waste Gusher
Staple gun
Saw Thrower (Never played Redneck rampage but the idea is similar to the one in that game)
Nail Gun (this was thought up before quake)
Asteroid Attractor - caused an asteroid to hit the city... Usually a small one... But the secondary fire was a death giving one that shot a GIGANTIC asteroid at the ground..
Tsunami Gun - Launched a tsunami at the shore. Only use able near the shore...
Spike Rifle - Shot a huge spike at the enemies
Lighting Rod - Similar to the lightning gun in Quake, except it shot an electrified projectile at the enemies.
Overkill Cannon - An overpowered shrapnel shooting gun..
These ideas were quite weird and there were a lot more that I can't remember now but I thought of hundreds of these ideas.. Within a few years, hundreds of weapon, level, and monster ideas were thought of and put into this massive, massive design document. I was working on this document and my brother was helping us format it, so it would have good grammar and such. But the design document got so bloated that I ended up deleting stuff from it later...
Enemy ideas were added. New kinds of soldiers were being invented, such as the SHIT (Super human interrogation trooper! - armed with an enema launcher and skewer..), flamethrower soldier, and many others I cannot remember now..
But new mutant ideas were popping in as well such as...
Fear Elemental (A horrible creature with 3 eyes and 2 noses)
A huge green mutant
A mutant that could take the form of any other mutant at will - Hitman213 thought this idea up)
A medusa inspired mutant that would freeze you to death if you saw it, so you had to kill it around the corner from it.
The level ideas were being added to as well. The game would not jump straight for Seattle to Antarctica now, it would go through Europe and Canada before that. .. The Canada missions were cool. One involved stopping an Independence Day sized space ship from Destroying Montreal. And that one involved boarding the ship, flying it it up to the atmosphere and destroying it and escaping in time...
The ideas were adding up so much that they became a nuisance. Survival horror elements were being thrown in, fights with demons and spirits and such, and magical weapons would be needed to kill them. A section where you go through hell itself with magical weapons needed to kill demons and such at the end of the game was added. None of these demons were killable with normal weapons, you had to use the magical ones.. But the ideas were now in the thousands and the design document, I found out, was not the way the gaming companies wanted. They wanted the weapon ideas to be described in the level section... Rather than describe all the weapons each level had (that would take hours with all the hundreds of weapons and levels we had planned out), I decided that we needed to stop designing the game idea... I told hitman213 on the phone this news and we stopped it in 2001.
But the game would not die, no I would create it in 2012 and recreate it as ViciousOnslaught in 2016!
So We were talking about Doom. He then said, "Wouldn't it be cool if we could make our own game?"... I quickly told him that that would be impossible, because we were two guys with no experience in modeling, coding, texturing, sound work and the like. We were only beginner programmers then and had no experience in the other areas.
But we trudged on....
We thought up a name for our game later but first we did some sketching.. First thing we sketched were weapons. Hitman213 sketched a flamethrower, a spiked yoyo and a machinegun. All of those minus the spiked yoyo were in the final viciousonslaught. We later on sketched our character, which we named Bastard... He was a mercenary. We hadn't thought up the story or enemies yet. But he drew the enemies soon after. They were white clad soldiers, and he drew the first mutations, one that looked like the hulk (which is not in the game's final version). The white clad soldier became the soldier with a night vision goggle thing on later on.
It was then thought up that we would use His story. His story involved some evil madman with resurrection powers resurrecting evil people in history, think Hitler, Stalin, Genghis Khan, Vlad the Impaler, Etc. I didn't want this story because it would be like wolf3d all over again, I wanted something more original. So I thought up the story that would be used for the game.
He didn't want to scrap his idea. But I convinced him. We went with my story intstead... Some insane cult with illuminati like powers form. They start bombing cities world wide causing the apocalypse to happen. Only your character can stop him because he's a cybernetic mercenary. He named this cult the cult of the serpent church, or CSC for short. I then thought of the concepts of mutations, experiments gone wrong that would be used to attack survivors, plus mechs to guard the cities. You would go through Massive cities doing missions to stop this mad cult once and for all.
Hitman213 then fleshed out our character some more, he was going to be a mercenary, a anti-hero, only in it for the money. He was hired to stop the cult but didn't care at all about what was happening to the world. He was an asshole, who didn't care, period. He wasn't supposed to be a "goody two shoes!"
While I thought of weapon and enemy ideas, he thought of a few. We started with basic weapons... These were the ones we thought up...
Cattle prod
Spiked Yoyo
Knife
Wolverine styled "cats" claw - think the claws that come out of someone's fist.
Pistol
SMG
Assault Rifle
Terminator 2 based lever action Shotgun
Automatic Shotgun
Triple Chaingun
Flamethrower
Napalm Cannon (Shoots flame able explosives)
"asskicker" Dual rocket launcher Backpack
Gasoline Can - A weapon that can spray gasoline on the ground you can light on fire later
Splattering Gas - Shoots gas that gibs enemies, and spreads to nearby ones, all making them convulse
first.
Spread Rifle - A gun with multiple barrels all spread apart shooting a spread of bullets at your enemy. Basically a shotgun on steroids...
Skewer - A weapon that shoots a spiked dart on a chain, that impales enemies, spreads to form a plate
once it goes through, and can be pulled out, disembowling them in the process..
Turd Bomb - A shit throwing explosive!
Enemy ideas were thought of next... They involved me making the following human enemies.
Cult guard - the white guard drawn in our first sketch
Cult Riot Guard - Cult shotgunners basically
Cult Soldier - Cult soldiers armed with machine guns
Cult biker - Cult soldiers on Motorbikes
We then thought of some mutation ideas
Vampire Mutant - Huge winged red eyed mutant
Transylvanian Horror - Small cloaked mutant found behind doors waiting to scare people. Had pink
eyed and 3 legs
Musclehead - A "incredible Hulk" ripoff originally. Later on became something far more demonic.
Lardass - Huge fat mutant with dual grenade launchers.
Monstrosity - The first boss. A gigantic 50 foot tall mutant that attacked New York City.
We then thought of mission ideas, where the game would take place. It was to start in cape cod, MA, then move to Boston, then go to Hartford, CT, then to NYC, then to Newark New Jersey, then to Savanna Georgia, then to Miami where the second boss was fought, a cult general that was planning to nuke Miami. You had to kill him to end the countdown. That ended episode 1.
Then in Episode 2 you would start in Death Valley, California to stop some secret cult cyborg soldiers being manufactured in a base under the desert there, then the game would move to Las Vegas, then to Minneapolis, then to Chicago, then you would be captured in some city and would have to escape from a jail, in a A.S.S. HQ (they would betray you and claim they were working for the CSC all along). Then you Would move to the west coast, and explore San Fransisco, LA, and Seattle and there would be a boss fight in seattle to end episode 2.
Episode 3 would begin in Antarctica and then go to a underwater base, then to Baltimore and then end in Washington DC ruins and there you would fight the final boss....
Our original idea would not be a super violent FPS.... At least when we thought it up in 1995. It was mostly inspired by ROTT then and had touches of Terminator Future shock and Crusader no remorse thrown in. We wanted security devices like cameras and lasers and such, just like in crusader. I also invented kinds of traps that the player would run into, such as radiation pits, bomb traps, etc...
Even though this original idea was not supposed to be a super violent FPS, the release of Duke Nukem 3D in 1996 changed that. From that point on, I wanted Onslaught (as it was being called then) to be a super violent game with tons of gore and nasty one liners. I thought it was a cool idea to borrow those ideas.
So we thought up one liners for our character, bastard.. One liners such as...
"Yup, that's one hellacious dump"
"You're soul betta belong to someone, cause your ass is mine"
"Common you pussies"
"damn I got bigass feet"
"You're about as hot as a naked eskimo, in the north pole, during the winter!"
and many others...
Around this time enemy ideas were being fleshed out. We wanted the following enemies in the game:
CSC Guard
CSC Soldier
CSC Riot Soldier
Vampire Mutant
Tyransylvanian Horror
CSC Biker
Musclehead
Lardass
Metron (Huge walking mech)
Road Patrol (Giant walking mech)
Monstrosity Boss (1st boss)
Turrets
Rocket Turrets
Sewer Mutants (looked like the Flukeman from the X-files)
Stranglevines (Huge living vines that strangled people who got close)
Rock Beats (creatures made out of stone that had a vaguely human form)
Viper Class Cyborg soldiers
Mini Monstrosities
Abomination (Living pile of guts - the second boss)
Ice Beasts (Creatures made out of ice)
Cult frozen patrol units (Cultists in parka's, seen only in Antarctica)
Cultists (Only see in their lair in Washington DC)
The Monstrosity boss started as a gigantic 50 foot tall mutant. Later on it got even bigger, being 150 feet tall. In that form he would throw trucks at you and they would explode. You would need to be in a vehicle to survive. We thought of many vehicle ideas, from motorcycles, to cars, to trucks, to mechs, to jet planes, to blimps even.... Many of the combat ideas in this game would be completely new for games. It was a shame it never got given to a gaming company, I think some gaming company would have made it fun but technical issues prevented us from doing that.
Hitman213 wanted this game to be realistic. So did I. We wanted this to be hard and very unforgiving. I wanted there to be massive city sized levels with 3d textures, and I wanted deformable terrain in it. I also wanted there to be serious effects to your body when you were hit. There were to be 6 health bars for different parts of your body. If one got crippled, you would have to find a splint or find a health station to heal it. If it was your legs you would be forced to crawl. If it was your head or chest you would die. If it was one leg only you would limp. If it was a hand you would drop what weapon you were holding then.
This was the game design around 1997 or so... But we kept working on it in 1998-1999 and added even more ideas.... Especially weapon ideas... Weapon ideas such as the rocket propelled enema launcher were invented around then. The idea was quite controversial and disgusting. It would shoot a homing ass perforating (tm) projectile torwards the enemy that pumped their buts with soapy water. That would make their upper body separate from their lower body in a disgusting death that sent their upper body flying into the air, sending soap everywhere, and blood, and guts, and worse...
Another really badass idea I thought up in 1998 or so was the black hole gun. It created a black hole where you aimed the crosshair. If you aimed for the enemies foot, a blackhole would be put on his foot, sending him flying into the blackhole... You could aim for really bad sections like his groin if you wanted... Hitman213 added a bloody death idea to that, where guts would fly out and land on you from a "white hole" that was put above your head...
Another really disgusting weapon idea was a secondary fire for a weapon I invented called the stun gun. The stun gun shot waves, knocking enemies unconscious. The secondary fire would make bastard run at the enemy once this happened, jump on his chest, sending his intestines flying through his mouth... It was gross..
The violence in this game was going to be insane. We wanted tons of gore, and we wanted the character to be able to rip out hearts of enemies and such. We wanted this thing to be disgustingly violent. It was also going to be horribly offensive as well.. There would be one scene where the monstrosity grabs a school bus, bites off the top, and then "drinks" the school kids down but he gets stomach problems and then barfs them on you! All the school kids would be toddlers.
Other weapon ideas were being thought of then as well... Really wacky ones!
Ideas such as:
Nuclear Waste Gusher
Staple gun
Saw Thrower (Never played Redneck rampage but the idea is similar to the one in that game)
Nail Gun (this was thought up before quake)
Asteroid Attractor - caused an asteroid to hit the city... Usually a small one... But the secondary fire was a death giving one that shot a GIGANTIC asteroid at the ground..
Tsunami Gun - Launched a tsunami at the shore. Only use able near the shore...
Spike Rifle - Shot a huge spike at the enemies
Lighting Rod - Similar to the lightning gun in Quake, except it shot an electrified projectile at the enemies.
Overkill Cannon - An overpowered shrapnel shooting gun..
These ideas were quite weird and there were a lot more that I can't remember now but I thought of hundreds of these ideas.. Within a few years, hundreds of weapon, level, and monster ideas were thought of and put into this massive, massive design document. I was working on this document and my brother was helping us format it, so it would have good grammar and such. But the design document got so bloated that I ended up deleting stuff from it later...
Enemy ideas were added. New kinds of soldiers were being invented, such as the SHIT (Super human interrogation trooper! - armed with an enema launcher and skewer..), flamethrower soldier, and many others I cannot remember now..
But new mutant ideas were popping in as well such as...
Fear Elemental (A horrible creature with 3 eyes and 2 noses)
A huge green mutant
A mutant that could take the form of any other mutant at will - Hitman213 thought this idea up)
A medusa inspired mutant that would freeze you to death if you saw it, so you had to kill it around the corner from it.
The level ideas were being added to as well. The game would not jump straight for Seattle to Antarctica now, it would go through Europe and Canada before that. .. The Canada missions were cool. One involved stopping an Independence Day sized space ship from Destroying Montreal. And that one involved boarding the ship, flying it it up to the atmosphere and destroying it and escaping in time...
The ideas were adding up so much that they became a nuisance. Survival horror elements were being thrown in, fights with demons and spirits and such, and magical weapons would be needed to kill them. A section where you go through hell itself with magical weapons needed to kill demons and such at the end of the game was added. None of these demons were killable with normal weapons, you had to use the magical ones.. But the ideas were now in the thousands and the design document, I found out, was not the way the gaming companies wanted. They wanted the weapon ideas to be described in the level section... Rather than describe all the weapons each level had (that would take hours with all the hundreds of weapons and levels we had planned out), I decided that we needed to stop designing the game idea... I told hitman213 on the phone this news and we stopped it in 2001.
But the game would not die, no I would create it in 2012 and recreate it as ViciousOnslaught in 2016!
Friday, September 29, 2017
Official Serious Sam Revealed Trailer has been made!
I did a trailer for serious Sam revealed recently and forgot to post it here... Here it is... It shows of gameplay of the game in the first 11 maps.. It doesn't really show the extreme side of the game however.. So I decided to make another trailer called "hardcorre gameplay"... This one shows harder maps from map12-20... These are a lot more brutal and have shit tons of enemies.
Official Serious Sam Revealed Trailer:
Hardcore Gameplay Trailer:
I also am doing a serious sam revealed LP now... I did levels 1-4 of it so far... I plan to get up to map 7 tonight and map 11 by tomorrow night. I do one level per video because the levels are a lot longer than levels that can be done several levels per video, and youtube for me only allows 15 minutes per video.
The LP is going well. I won't be doing stuff past map 11 in this LP because I don't want to, but I do want to show off some of the game, so I am doing the first 1/3 of it. That might not be a lot but it's something... I plan to show off the new enemies and guns the game has as well so stay tuned for parts 5-11 by tonight and tomorrow...
Here is the playlist on youtube:
http://www.youtube.com/playlist?list=PLWU_47WGLaQHmNyP-7u94CAnzcGbzhxlU
Serious Sam Revealed finally completed, now waiting on testing..
Good news people.... Serious Sam Revealed is done.
I just finished up the project 5 minutes ago. I made some major changes to it as well. All is finally ready for releasing... Changes made won't affect it too much, in fact they make it better for what It was intended to be, a Serious Sam Game with hell Revealed (slaughtermap) gameplay. And by making one of these changes, I succeeded in doing just that..
You see the maps I generated with randoom (my doom map generator - a custom tweaked version of oblige) had a lot of strong enemies but not enough mid enemies. They mostly had tons of easy and hard enemies but no medium ones. I changed that. Now there is tons of medium ones too and you can see with the screenshot below what I mean:
There are atleast 100 mechanoids in the room in this screenshot! It's insane...
I made the following changes...
A) Displayed the score correctly (but only once per minute)
B) Completely overhauled enemy placement to favor insane groups of hard enemies...
B) makes this thing truly like hell revealed... It's nuts...
I like the way this is coming out... I may release this.
I have still to test it. I will test it starting tomorrow night... By tomorrow I will tell you how the gameplay is in a blog post. Release date wise, I am thinking of Halloween for a free release. I want to see what kind of buzz this generates, don't want idiots in gaming communities finding this first. First I will wait for a while after I tweet about this on twitter (which I have been doing yesterday and today) and then I will see if It's ok to release (nobody finding it and trashing it - if so I will keep it to myself)...
More info later people...
I just finished up the project 5 minutes ago. I made some major changes to it as well. All is finally ready for releasing... Changes made won't affect it too much, in fact they make it better for what It was intended to be, a Serious Sam Game with hell Revealed (slaughtermap) gameplay. And by making one of these changes, I succeeded in doing just that..
You see the maps I generated with randoom (my doom map generator - a custom tweaked version of oblige) had a lot of strong enemies but not enough mid enemies. They mostly had tons of easy and hard enemies but no medium ones. I changed that. Now there is tons of medium ones too and you can see with the screenshot below what I mean:
There are atleast 100 mechanoids in the room in this screenshot! It's insane...
I made the following changes...
A) Displayed the score correctly (but only once per minute)
B) Completely overhauled enemy placement to favor insane groups of hard enemies...
B) makes this thing truly like hell revealed... It's nuts...
I like the way this is coming out... I may release this.
I have still to test it. I will test it starting tomorrow night... By tomorrow I will tell you how the gameplay is in a blog post. Release date wise, I am thinking of Halloween for a free release. I want to see what kind of buzz this generates, don't want idiots in gaming communities finding this first. First I will wait for a while after I tweet about this on twitter (which I have been doing yesterday and today) and then I will see if It's ok to release (nobody finding it and trashing it - if so I will keep it to myself)...
More info later people...
Wednesday, September 27, 2017
I am working on the first Serious Sam Game to have Slaughtermap Gameplay... Serious Sam Revealed!
Well nuclear meltdown is tested and it's time to get to the real project I've been anticipating working on... You see for a long time I've liked Serious Sam and insanely hard Doom 2 levelsets like Hell Revealed. I've always wondered what would happen if you merge the two, you know import hell revealed gsmeplay into sam. Well now we're going to find out!
You see I've been planning this free FPS game I call Serious Sam Revealed for a long time. It does just what you might think it does, brings insane slaughtermaps to Serious Sam. Now I could do this with Duke3d but there is no good sources for Sam themed stuff in duke. For that you have to jump to the Gzdoom engine and get weapon mods to use and stuff.. So I did that. I had a serious sam TC for Gzdoom already finished but unreleased. I called it SSX... I did release and old version of it but it used randomly generated maps and the map generator was quite bad back then so I ended up scrapping SSX.. The old version I had of it before the released version didn't have randomly generated maps, but still wasn't slaughtermap material..
So I had to make something that was...
So today I worked on generating 3 super hard mapsets in Randoom to use for a new Serious Sam Game, that's right Game. Randoom is my Oblige Variant and it does hordes of enemies extremely nicely, unlike normal oblige. So I generated 3 mapsets with insane hordes of enemies. 1 For maps 1-11 that had hordes of easy enemies. One for maps12-20 that had an equal mix of easy and hard and one for map21-30 that had mostly hard. I then retextured them to fit the theme of serious Sam, made a new mod to built the game off of, thought of a quick story, and thanks to the mapinfo work I did last night, I can finally build this thing...
And I built it today and tested maps 1-11 tonight.
Result.... Way harder than you might imagine.... My serious sam games blow the originals out of the water in difficulty. Enemies are super sadistic and can kill you in one hit. And there are big numbers. For small numbers it is manageable. But for big hordes? Not so much. In fact, I think I have made the hardest Serious Sam Game Ever with this setup... It's nuts in difficulty and it will only get worse in later maps...
The game itself features realm 667 additions to make it more fun, including portable medikits, flashlight you can use, turrets you can find, and new enemies and weapons.. There is also a loose story surrounding this and it is only told in messages that show up in the beginning of map12, map21 and the end of map30... The story is that Mental Institution was defeated in Serious Sam 2 but mental wasn't and he went back to earth in the past and launched the doomsday Planet Nibiru at earth... As sam you must fight your way off of Sirius, find your way back to the solar system, and land on this doomsday planet and destroy it before Nibiru destroys earth by crashing into earth. All this time sam fights legions of enemies in massive massive hordes, so massive it dwarfs mental's forces in the old serious sam games by a factor of 50.. It's a very dark serious sam story and I like that..
I was originally going to have another story for the game aswell. This one didn't involve Nibiru and instead involved Sam Going to holographic worlds or planets that were inspired by Viking and Mesopotamian Mythology. I named these Planets/holographic worlds Windir (for the viking one) and Melechesh (for the Mesopotamian/Persian One)... But I never did this story... Because the worlds were named after Black Metal bands that write about those kinds of mythologies. So instead I revamped the story to be a lot darker... I didn't want issues with them so I scrapped this first story and then thought of the fact we were supposed to all die thanks to "Nibiru" a few days ago and inspiration from that hit me...
I also used some of my own band's music for a soundtrack... I did all of the music for this you see, and it is all blackened power metal. It's not like the music in the original game which is mostly dance music. I wanted something darker and more sinister for this so I chose music from my solo project that only does instrumentals called Homicidal Hammerfist.
You see, I don't know if Hell Revealed Gameplay is good in serious sam or not. This could be the most unbalanced pile of crap ever made, or it could be really fun. So far it's somewhere in between. I died 3-4 times per level and in some levels I died more than that. That's on tourist. The enemy counts were nuts. 1500-3000 per level, on tourist. Even more on hard (but not much more). This was with tourist's damage reduction factored in. It was completely insane and very very challenging to play for me. I loved it. But the map I left off on was so hard that It might be impossible...
I'm still gonna release this. Somebody might enjoy it, who knows...
But for now here are some screenshots... Check my channel for the trailer for it that I will upload early tomorrow morning. I got something very important to do soon so It might not be up till around 3-4 am.
And here is a video showing off some of the beta stuff I did for it this morning before actually compiling it. I wanted to film that stuff so here it is...
You see I've been planning this free FPS game I call Serious Sam Revealed for a long time. It does just what you might think it does, brings insane slaughtermaps to Serious Sam. Now I could do this with Duke3d but there is no good sources for Sam themed stuff in duke. For that you have to jump to the Gzdoom engine and get weapon mods to use and stuff.. So I did that. I had a serious sam TC for Gzdoom already finished but unreleased. I called it SSX... I did release and old version of it but it used randomly generated maps and the map generator was quite bad back then so I ended up scrapping SSX.. The old version I had of it before the released version didn't have randomly generated maps, but still wasn't slaughtermap material..
So I had to make something that was...
So today I worked on generating 3 super hard mapsets in Randoom to use for a new Serious Sam Game, that's right Game. Randoom is my Oblige Variant and it does hordes of enemies extremely nicely, unlike normal oblige. So I generated 3 mapsets with insane hordes of enemies. 1 For maps 1-11 that had hordes of easy enemies. One for maps12-20 that had an equal mix of easy and hard and one for map21-30 that had mostly hard. I then retextured them to fit the theme of serious Sam, made a new mod to built the game off of, thought of a quick story, and thanks to the mapinfo work I did last night, I can finally build this thing...
And I built it today and tested maps 1-11 tonight.
Result.... Way harder than you might imagine.... My serious sam games blow the originals out of the water in difficulty. Enemies are super sadistic and can kill you in one hit. And there are big numbers. For small numbers it is manageable. But for big hordes? Not so much. In fact, I think I have made the hardest Serious Sam Game Ever with this setup... It's nuts in difficulty and it will only get worse in later maps...
The game itself features realm 667 additions to make it more fun, including portable medikits, flashlight you can use, turrets you can find, and new enemies and weapons.. There is also a loose story surrounding this and it is only told in messages that show up in the beginning of map12, map21 and the end of map30... The story is that Mental Institution was defeated in Serious Sam 2 but mental wasn't and he went back to earth in the past and launched the doomsday Planet Nibiru at earth... As sam you must fight your way off of Sirius, find your way back to the solar system, and land on this doomsday planet and destroy it before Nibiru destroys earth by crashing into earth. All this time sam fights legions of enemies in massive massive hordes, so massive it dwarfs mental's forces in the old serious sam games by a factor of 50.. It's a very dark serious sam story and I like that..
I was originally going to have another story for the game aswell. This one didn't involve Nibiru and instead involved Sam Going to holographic worlds or planets that were inspired by Viking and Mesopotamian Mythology. I named these Planets/holographic worlds Windir (for the viking one) and Melechesh (for the Mesopotamian/Persian One)... But I never did this story... Because the worlds were named after Black Metal bands that write about those kinds of mythologies. So instead I revamped the story to be a lot darker... I didn't want issues with them so I scrapped this first story and then thought of the fact we were supposed to all die thanks to "Nibiru" a few days ago and inspiration from that hit me...
I also used some of my own band's music for a soundtrack... I did all of the music for this you see, and it is all blackened power metal. It's not like the music in the original game which is mostly dance music. I wanted something darker and more sinister for this so I chose music from my solo project that only does instrumentals called Homicidal Hammerfist.
You see, I don't know if Hell Revealed Gameplay is good in serious sam or not. This could be the most unbalanced pile of crap ever made, or it could be really fun. So far it's somewhere in between. I died 3-4 times per level and in some levels I died more than that. That's on tourist. The enemy counts were nuts. 1500-3000 per level, on tourist. Even more on hard (but not much more). This was with tourist's damage reduction factored in. It was completely insane and very very challenging to play for me. I loved it. But the map I left off on was so hard that It might be impossible...
I'm still gonna release this. Somebody might enjoy it, who knows...
But for now here are some screenshots... Check my channel for the trailer for it that I will upload early tomorrow morning. I got something very important to do soon so It might not be up till around 3-4 am.
And here is a video showing off some of the beta stuff I did for it this morning before actually compiling it. I wanted to film that stuff so here it is...
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