Wednesday 31 August 2011

Sneak Peak Video - Bloody Fatalities (ASCII)

I have a nice present for you. I have uploaded a demo video of my weapon "fatalities". Please note that this is just a demo and does not represent the real game, blah, blah, blah. The action takes place in a generic cave setting where a few unarmed cultists were having a private get together when suddenly an uninvited Ultramarine shows up.

I have upped the fatality setting, but saying that this is probably more realistic result of what a chainsword would do to an unarmoured human.
Bolters have had their damage upped in this demo, I don’t need to say more lest I ruin the surprise.
Blood for the Blood God!



 In this demo the body parts you see are just generic, i.e. don’t expect the loss of a limb to slow the cultists down any. That will come later, this demo is really just about showing the various fatalities.

Things I will be doing next.
  • Construct the spacemarines and cultists out of Psiweapons sprites and “Paint” them up.
  • Find some terrain placeholder tiles. (e.g cave, overworld, ship, mine, city, ruins below city etc)
  • Seed the name generator with chapter themed names.
  • Add correct damage models for ranged weapons. E.g. bolters have explosive bolts and lasguns have searing beams of energy.
  • Add a simple roguelike scenario (probably will just improve the cultist's cave for now)
  • Finish the Arena scenario.
  • Come up with a better name. What was it that Fenrir suggested? Conflictmallet 0x9C40
 All in time for the ARRP, thats still months away right? We will see.

P.s Sorry about the music, I *now* know that CamStudio records what you are listening to. I should of been playing the Dawn of War 2 soundtrack instead of Pete Murray :)

Monday 29 August 2011

Lets build a Space Marine.

Well Mr Psiweapon has done it again. I have to say I am very impressed with his work. I don't really need to say much else. Lets build a Space Marine. At least I don't have to twist them out of the plastic, which he jokingly says he is tempted to draw as well. 


Check here to see more of his art.  If that does not inspire me nothing will.

Thursday 11 August 2011

Dark gothic...

So the real problem with a game such as this is doing justice to the setting. It is not enough to have a ass-kicking player that slays everything in its sight, it has to feel like you in the warhammer 40000 world.
WH40k has a dark gothic feel to it and it has blood and guts by the Rhino load.  SO first I will look at damage and death. Death should not just be a enemy dying, it has to feel right, chaos and xenos skum deserve no less. Weapons should be able to inflict gruesome damage and space marines should be able to rips heads off as they go along. So as gruesome as it indeed sounds, I will be implementing "fatality" moves to the game. At first they will be automatic, kind of like a critical hit, but only if the hit is close to killing the enemy.
Fatalities:
  • Decapitation, and de-limbing.
  • Blood spatter and blood spurts. (corpses that continue to spurt blood for a few turns)
  • Bodies flung across rooms and smashing into walls and other bodies.
  • Wieldable body parts (not that you would want to)
  • Total corpse destruction, e.g. ash, goo etc.
Weapons will only be capable of certain fatalities, i.e a chainsword can remove a head, a powerfist can crush heads or fling bodies around and a flamer can turn bodies to ash.

This will be easy enough to do in ascii but in tiles it will provide problems. Oh well...