Programming: Our ambient sound player now works with our ear-splitting 3D sound system. I think we're all deaf after being blown up by the proximity bombs that Kevin drops when he's running away from us. (coward!) Lots of changes to Blood and MapEdit (our much-improved version of Build) to work with all the new features; more sector effects, 3D sound effect generators, ambient sound generators, etc. Added a bunch of new jib code for new jib artwork.
Artwork: More Bloody jibs. Touch up on textures and weapons. Added some new textures for our arctic tile sets.
Levels:
Kevin has been working on a detailed castle map which is shaping up to be a real
kick-ass BloodBath map. Jay started a chilling new map based around an arctic
theme.
Programming / Sound: Finished off 3D sound spacialization for moving objects in the game. (No special sound hardware required.) You know you're in trouble when you hear the fuse of a TNT bundle coming at you from behind. All moving projectiles now have their own individual sound effects like TNT, fireballs, spears, spikes, and flares. After playing a lengthy BloodBath with the spacialization in, we just sat and wondered why other games aren't doing this?
Artwork: Working on more new theme artwork, mainly for the SlaughterHouse. Added some new character art which is quite "electrifying."
Levels: Two words: "The SlaughterHouse" - You'll love it...
Programming: Intensified the spray can attack, which is now a deadlier and longer range weapon. It can also be used as a napalm bomb. SETUP is done. Blood and the rest of our tools now work under Windows 95. New menu graphics and options added. Added in-game keyboard sensitivity/acceleration; keyboard players can make their turns as slow as that space marine game or faster than Duke on steroids. ;) We will be adding on some new sector effects to complement the new train level (see below.)
Levels: Jay finished off the general architecture for his Express Train from Hell level. The exploding engine room is a real piece of work. At first we weren't sure this would be a great BloodBath match, but it turned out to be friggin' awesome. Just don't jump out any windows unless you can fly.
Art:
Now that the train level is nearly done, we're all hyper to add some
digitized train textures in. This may force the train into the registered
version since our artwork alone is already over 20 meg. Maybe we can just
>squeeze< it in...
Programming:Peter has been finishing up Blood's SETUP program, but also managed to sneak in some new view and lighting tricks. Nick coded a devastating strafe attack for the Tommy Gun and added new weapon auto-selection code allowing players to set individual selection preferences both above and below water.
Artwork:Kevin has been busy adding detail tiles for Blood's special theme areas and levels, adding even more to the game's realism. Final cleanup has also begun on some older art to bring it up to date with our themes.
Levels:Jay put the final touches on his UnderWorld map, filled with sewers and all
manner of nasties - the summoning area is particularly deadly. Richard is back
from vacation and will be completing a special theme map that takes place in a
lumber mill. If that doesn't sound exciting enough, think zombies and movable,
blood-spraying saw blades. Watch your step."