A weekend dedicated to something different


Every now and then we try and take some time away from our regular projects to do something different. Game jams are usually a good excuse for this, so last weekend Richie Jehan, Matt List and myself took part in the 48 hour long Asylum Gamejam.

Asylum Jam is a 48 hour long game jam where game developers are challenged to make a horror game and explore the genre without negative mental health or medical stereotypes.

The game we made is called Rising Fate, a game where you must escape an underground cave. Sounds easy right? How about the cave constantly fills with water.



Unlike Total Chaos, this is something you can download and play right now! A little taste of the kind of horror we’re in to.

Gamejolt and Download page

October Arsenal Update

Lately we’ve been expanding the weapons used in Total Chaos. This week, we’ve been putting together the trusty old bottle.

Primary attack allows you to swing the bottle, upon hitting an enemy or surface, it will shatter, allowing you to further stab the enemy to their demise.


Bottles can also be thrown to distract your enemy (or to bonk them on the head).

You can also craft bottles into Molotov cocktails.

bottle(bottle artwork placeholder)

With this, we’ve also been expanding our fire system. The majority of objects in Total Chaos will be flammable, allowing fire to spread across a large area over time.


We’re working on adding petrol cans that can be carried with you, allowing you to pour a stream of flammable liquid to set up traps on unsuspected foes.

Continue reading

Status Update #5: Coastal map, Chompers and Knifes


This week we’re announcing (officially) the dog enemies that roam the island. We’ve dubbed them Chompers. Mutations caused by living on the island have caused them to loose their sight, although they can still smell and hear their prey.


Why have we called them Chompers you ask!? Its definitely not because they’ve grown a few extra mouths…

You will either have to sneak past them, lead them towards a Shadow Crawler lair and have them take care of it, or take advantage of their sense of smell and leave them a nice slab of poisoned meat.

Lately we’ve been polishing up our coastal based level which serves as an introduction to the island of Fort Oasis, before entering the more open areas of the island. Check out the screenshots below…..

Continue reading

The Shadow Crawler

The island has a large catacombs complex that we’ve been fleshing, which closely resembles the Odessa Catacombs.

In there, you will encounter a new enemy we’ve been working on, which we’ve dubbed Shadow Crawlers.


These guys are found early in the game when the player is tasked with travelling through the catacomb complex with nothing but a map, pickaxe and a small lighter. You will either have the option to run or take them down by using the catacomb’s weakened support structures, however doing so will attract more of these badies to your position.

Continue reading

Status Update #4: Realtime Weather Change


This week I started getting deeper into the weather system in Total Chaos. Sky-dome transitions are now fully functional, and almost seamless!

Some of the sky-dome textures I am currently using are placeholders and will be replaced in the near future with something a bit moodier.

2Rain is also plugged into the transition system, and is working pretty good so far. The rain drops are clumped together in a larger sprite to help save performance.


The trickier task this week was making the sound effects on the rain change depending on if the player is indoors or outdoors.

We got a placeholder rain sound loop and sliced it up into 2 second clips that loop over the duration the rain is active by selecting a random clip, we then check the players current ceiling texture to detect if the player is indoors or outdoors. If its not set to F_SKY, which is the default skybox texture in the Doom engine, then we tell our sound switcher clip to fade the audio to an indoor variant of the rain loops.

It is a bit hacky, in a traditional engine you would simply be able to fade between two sound loops, but this is the kind of stuff we have to do daily to get the results we’re after.




More to come, stay tuned for even more weather shenanigans!