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                       BLOOD DEVELOPMENT - JUNE 1996

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   Blood 6/28 Screen shot

    Update: 06/28/96

   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.
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   Blood 6/21 Screen shot

    Update: 06/21/96

   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...
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   Blood 6/14 Screen shot

    Update: 06/14/96

   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
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   Blood 6/7 Screen shot

    Update: 06/07/96

   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."

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    In order to keep loading time to a minimum, only the current month's
                       entries will be on this page.
               You can get older months pages via this index.

    1. July 1996
    2. June 1996

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