This time next week, Total Chaos will be complete.
It is a strange feeling getting to this point, after 10 years on and off, it has been a big part of my life. Everything I’ve learnt about making games came from this project, and it is hard to let it go into the wild.
There was a lot I wanted to do with this beast, quite a bit of content that didn’t end up making it into the last iteration, but if I tried to accommodate everything, then the mod will never get done.
After the mod is complete, I’ll be starting the closed-beta process, and if all goes well there, then the mod will be released in its entirety!
I think its safe to say that this will be the last blog post until then.
A few things I should mention:
- Duration is roughly 2-3 hours, depending on your play style
- Will require DOOM2.WAD to play in the meantime, will try and make it standalone in future updates
- About 1.5-2GB in size, I am yet to create the final PK3 file so I am unsure of how large it will be
- No official system requirements as of yet. It is safe to say if you can run the latest Alpha, then you should be able to run this
- Currently only compatible with GZDoom
See you at the finish line!
Thought I’d post a batch of new screenshots from the level following Entryway, but first…
I’ve decided to push back releasing the mod by a month or two. The best I can aim for at this stage is late April/early May. As soon as the mod is ready and tested, I’ll set a release date.
Level 3 screenshots
The two levels released within the Alpha represent the entire underground of Fort Oasis. The rest of the mod (with the exception of the mines) will be above ground, exploring the streets, shops and living quarters of those who once lived on the island.
I was going for a more closed in feeling with these areas, drawing inspiration from the famous Hashima Island, mixed with a few places of my home town of Christchurch, New Zealand.
Lets Plays of Alpha 2
Over the past week a few lets plays of the latest alpha have appeared!
The state of Alpha 2b
I was hoping to release this last week, although I’ve delayed it for the meantime to see if I can fix up a few balancing issues. It seems I have made a few weapons a bit too weak…
After constant delays, our 2nd milestone has been reached!
Once again, thanks for your on going support.
Download – Requires doom2.wad and GZDoom
(Epilepsy warning! – Less flashy lights, but still a couple here and there)
Mirror 1: MEGA.nz
Mirror 2: ModDB
This alpha originally was slated to focus on the technical side of the mod, but I’ve managed to squeeze in some extra content over the last week.
What to expect in this Alpha:
- Native view rendering, resolves aspect ratio problems
- Added new weapons and inventory items
- New enemy reveal
- Improved Brute/Drifter AI and animation
- Persistent inventory between levels
- Reduced amount of flickering lights
- Cleaned up a lot of static meshes
- Revamped combat system
A screenshot gallery of this Alpha can be found here (enemy spoilers):
Total Chaos Alpha 2 Gallery
Please email me if you come across any bugs while playing, or you can contact us via the official social media channels.
Thanks again, have fun!
A few last minute bugs has pushed back the release of this by another day. I’ll also be releasing a new gameplay video to accompany this. Spoilers beware!
A quick update on the happs…
Potential Delay…. again
I originally had the mod slated for full open beta late next month, although, I was expecting us to go into closed beta earlier this week. Unfortunately, this has not happened yet.
After doing some jigging around on Trello, it seems progress is roughly a month behind, meaning the mod could be (but hopefully not) pushed back to a late April release.
Right now, its a bit of a wait and see sort of thing. The biggest hurdle at this stage is putting the levels and the environment art assets together.
The core gameplay loop is almost complete. Inventory and weapons are expected to be finalized this weekend, with the enemy roster the following weekend.
Late next week, the next alpha of the mod will be coming online. There won’t be much new content wise, but it will include a lot of refined systems that we feel could benefit from some user feedback.
- Refined combat gameplay loop
- Blood and weapon effects
- Removed the use of CamTextures to project environment, allowing for support on more resolutions and custom FOV settings (also allows GZDoom’s native SSAO and Bloom post processing)
- Improved enemy AI and animation
- Fixing a lot of inventory input issues
- A few extra inventory items
- Reduced flashing lights
- A lot of your suggestions and feedback on the last alpha addressed
I spent this weekend rewriting the mods combat system (again) to do away with a method I’ve been using to render the scene.
It used to be, the camera would render a floor plane with a camera texture on it, thus giving the illusion of motion blur and camera swaying. It was also a good way to stick a hud weapon model in front of the camera.
Unfortunately, due to a large compatibility problem with certain resolutions, I’ve done away with this. Thus, prompting a weapon rewrite.
Doing away with the camtexture means the mod will now render at its true resolution (rather than upscaling), thus resulting in a much more sharper image.
Screen space effects will now work, such as ambient occlusion or DOF.
New blood/gore system
I also added a proper blood system. Its pretty juicy…
More screenshots soon
A lot of the world building has been left to the wayside while I get core game systems polished up.
The plan from here is to get the weapons, inventory and enemies up to par before jumping in and doing a proper pass on the world creation, which is why there haven’t been any meaningful screenshots recently.
Got some cool stuff in the backlog that I can’t wait to put together. Will hopefully have some more stuff to look at later this month.