Combat Fridays #1: Hands on!

Its Friday! We’ll be dedicating this weekend to crafting view models of various items and weapons you can find in Total Chaos. From bricks to brooms, our goal is to make almost any single-handed item in the environment wieldable by the player. handy First on the list of stuff to tackle are the portable light sources. There are various events in Total Chaos which will result in the player losing light, weather it be a power cut or the setting sun plunging the streets into darkness, you’re going to always want something on you, before whatever lurks in the shadows hunts you down!


One of these sources is a pocket lighter. Its not the most ideal thing to use, its flame is sensitive and nearby wind sources or running can blow it out, but it only takes up a single cube in your inventory! hand

Work In Progress – Lighter texture and thumb fix pending

One of the biggest challenges with this is trying to find a way to emulate the light flicker on the view model, currently our texture pipeline includes baking the lighting and ambient occlusion into the texture, but swapping multiple textures just for the lighting is not the most ideal method for performance. Hopefully by the end of the weekend we’ll have a solution!


The teams expanding!

I would like to welcome Raven-Code (Richard Jehan) on board as the primary artist for Total Chaos! This brings the size of our crew up from 1 to 2! In theory, this should cut development time in half, but with his excellent standards in visual fidelity, we now have to bring the rest of the assets up to scratch!


This week we tackled the look of the enemies that roam the island.
These are a variant that come from deep inside the mining facility that is located under the island.


Raven-Code has also done some other awesome work for a mobile project we’ve been working on over the past couple of years, here is a video of it (shameless promotion!)

Rock on! Hopefully with the extra manpower we can hit our December Beta deadline!

Burn it all!

Been spending most of my day coding up some spiffy fire dynamics on the props littered around the environment of Total Chaos. If players get their hands on a lighter, a box of matches or even a flare, they can light fires around the environment, and with all that grass scattered around, the fires spread like crazy!


Lighting fires is one way players will be able to defend themselves. Lure incoming enemies to a nice trap of dry grass, old wood and maybe a few petrol cans, then set the place ablaze!

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Total Chaos

What is this!?

Total Chaos is an upcoming total conversion mod for Doom 2 that runs on the source ports GZDoom and Zandronum.


The mod is an open world survival horror where players are dropped on an island with a video camera to explore the deadly surroundings. The island was once run by a community of coal miners which one day suddenly disappeared, leaving behind the abandoned concrete jungle to waste away. Total Chaos is a sandbox mod, so the player has freedom of choice of either finding the lost community, surviving on their own against the islands deadly forces, or explore the island to uncover its most hidden secrets.


There are no guns in Total Chaos, instead the players must use their wit and the hazards they find in the environment to defend themselves.
Light fires to destroy those who hunt you down, set traps to take down unsuspected enemies. Blunt weapons can be found on the island, but close combat is not recommended.

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Total Chaos, Overgrowth Teaser


Finally! New video out, still a work in progress (lol @ the ‘hmmpth’ Doom sound in there), and the inventory screen is still being worked on (its a tad ugly)…

The mod is an open world RPG/FPS where players must use their wits as their weapon, using hazards in the environment to defend themselves and outrun the enemy. No guns. The mod takes place on a concrete island very similar to Battleship Island. The more familiar you become of the island, the more chances you have of surviving. No release date yet, as usual -_- but it aint going away! Demo soon…