Long time since an update. Thought I’d chime in on whats been going on with the mod.
Lately there has been a ton of gameplay prototyping. We’re still working on getting the core gameplay loop to a state which is fun to play. We’re aiming to get a nice mix of horror set pieces and close quarters melee combat, the latter is being the most difficult to get right.
We’ve been working on tons of new enemies for the game. We started by creating a lot of humanoid like beings to fight, but deeper into the game we wanted to reveal many more abstract type enemies. What better place to start than with a screaming tree with eyes!
We’re hoping to have an open-alpha sometime Q3-Q4 this year! We’ve been working on this thing in isolation for too long and want to get it in to the hands of the fans.
Our current goals are to release a 45 minute demo of what Total Chaos has to offer from most aspects, and would value your opinion on how we could craft the experience for the rest of the game.
More on this soon!
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
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 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.
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…..
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.
Been working on some new sewer environment assets for the beginning of the mod.
This area will be the players entrance to the world of Total Chaos.
More to come!