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.