Recently added flares to the inventory. These can be used to light up the area and potentially light fires in the environment.
Had a big lighting challenge getting these to work. The lighting gets clipped at a certain value. We worked around this by adding several additive sprites to get a more glowing result.
Threw the mutant in to see how it lights in the environment. I think this light show made him grumpy…
This week we’ve been prepping some animations for modder TheMisterCat to work his magic on some spiffy AI code! No motion capture here (if only we had that kind of budget)
Everything in Total Chaos currently is keyframe animated, and for that, we’re gonna need a decent rig!
A lot has been going on under the hood recently. We’ve revamped the entire inventory system and have started working on a new AI system to replace the default Doom one.
Today we’re happy to show off a new crafting system we’ll be incorporating into Total Chaos. Most of your weapons will have to be built out of scrap and spare parts. You’ll be lucky to find a pickaxe in perfect condition lying around, you’ll have to scavenge the environment to find the parts for it, then its on to crafting!
We’re hoping to make the crafting system as simple as possible. You could just randomly drop items into the window and hope for the best, but we’ll be scattering blueprints around the world to guide the player on recommended builds, and to get the best out of the scraps they’ve found lying around.
It took many rewrites of the inventory system to get it to this point. ACS, the scripting language ZDoom uses, is pretty straight forward when it comes to whipping up some cool level events or traps, but putting together an entire inventory and stash system is pushing it a little.
The code is very particular, even looking back over it I can’t tell what the hell is going on!
Now for something a little more exciting. Lead artist Ravencode has been working hard at some spiffy new miner designs. Introducing the latest miner asset, one of many variants that are found on Fort Oasis. Weighing in at a 4k polygons.
We loaded him into Unity. We’re not switching to Unity, we just did this… for science…
We’re working on releasing some new video content to you guys shortly, something that will reveal how the combat works, and more crafting of course! Stay tuned.
We’ll shortly be rolling out some more video content! For now, here are some screen grabs of whats coming…
Sorry for the lack of updates recently!
We’ve been busy putting together a new teaser for you guys. Something that sheds some light on the combat mechanics in Total Chaos. It’ll be dropping sometime in August.
We’ve finally got our miner buddy running in-engine. Currently sitting at 7k polygons! Still a bit of work to do to chop that down a bit. The texture and rigging are still being worked on (hence the disconnected tubing).
More updates soon!
For those who didn’t see it, we were featured on GiantBomb yesterday! It has been over a month since the last video was released. Ravencode and I are working hard on getting a new one up sometime soon with some awesome new content! We’re hoping to show off some more of the city structure as a whole and the combat and AI system.
Here is a screenshot of what we’ve been working on!
Time for another update, our goal of Total Chaos is to make the environment as dynamic as we possibly can. We want players to have to search for the things that will keep them alive. What can hold a lot of things? A crate of course!
Using the nifty Blender plugin Cell-Fracture and baked physics, crates break apart realistically when smashed at the players menace. Its not the best system, unfortunately Doom 2 doesn’t have a real physics engine so all of this has to be pre-simulated, so if you smash a crate on a staircase, there will be obvious problems there. We have to design the levels in such a way that these limitations don’t become obvious.
We got a little carried away while testing these:
They didn’t stand a chance!