
   Blood Logo
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                      BLOOD DEVELOPMENT - OCTOBER 1996

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    There will be no updates for the next two weeks. The reason for this
   is that 3D Realms' webmaster, Joe Siegler, is getting married and will
                            be on his honeymoon.

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   Blood 10/21 Screen shot

    Update: 10/21/96

   A Mutant Space Virus From Hell struck many of us on the Blood Team at
   Monolith. We've muddled through, but progress has been slow as the
   mounds of snot-soaked tissue have grown. Alas, game developers are no
   more immune to the common cold than anyone else.

   We're not sure what Jay did last week, but we know it mostly involved
   sleep, tissues and lozenges. We'll just call him Patient Zero from now
   on. Craig has been working on the lumber yard map, despite the fact
   that he is sick. Nick reworked some of the menu code for Kevin and
   started a massive bug-hunt session before being stricken with the
   nasty cold too. Kevin is digitizing the new player character, and
   remains unaffected by our local plague. He had time to create the new
   menu font and is reworking the interface to match Blood's Web Site at
   www.blood.com.

   We've brought an additional programmer on to Blood. Daniel Leeks will
   help bust out the new creature AI as we finish up the game. The
   creature AI, flight and swimming physics are now top priority to get
   Blood out the door.
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   Blood 10/14 Screen shot

    Update: 10/14/96

   Craig and Jay spent most of the week playing and touching the
   shareware maps. Jay modified and finished up most of the Dark
   Carnival. The House of Horrors and the lumber mill are getting the
   most attention though, adding lots of stacked 3D areas. The Phantom
   Express was shortened by one car to make it tighter in BloodBath and
   single play.

   We all got tired of the the player-as-cultist character, so Kevin is
   working on a new player character model. Those of you who intend to
   download the shareware version when it's released will just have to
   bite the bullet because this will probably add another half meg to the
   download size. The new character really rocks, so once the model is
   done and digitized we will post some pix just like we did for the
   Innocents.

   More new net code programming, testing and debugging this week.
   Tweaked some sound code. Started adding all the new sounds for the
   enemies. For a while the rats sounded like cultists, which was
   hilarious hearing them yell at you in their death throes.
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   Blood 10/7 Screen shot

    Update: 10/07/96

   Jay put the finishing touches on E1M1, "Cradle to Grave," and launched
   into reworking Kevin's "Dark Carnival" map. In addition to the various
   and sometimes grisly attractions Kevin came up with, players can also
   look forward to a white-knuckled spin on Jay's Happy-Go-Pukey, one of
   those rickety carnival rides that pushes 5.8 Gs and reminds you why
   you thought that third corn dog was probably a bad idea.

   Craig spent the week creating an as-yet-unnamed battle-damaged pirate
   ship level that will go in the registered version. While the ship has
   become a favorite new deathmatch level around Monolith, people are
   starting to get sick of Craig's seafaring terminology, as in "There's
   a shotgun on the fo'c's'le" or "Head aft to the poop deck and jump off
   to starboard." Jay has been threatening to add a plank and make him
   walk it.

   Nick and Ken worked on all manner of network changes, cutting network
   and modem lag time to nothing. Playing network BloodBath beats the
   hell out of some other games we've played recently. We came up with a
   plan to implement TCP/IP networking, But More on That Some Other Time.
   We also got single player demo recording and playback working.
   Multiplayer recording works too, but needs some special tweaking for
   players dying, restarting, entering, and leaving.

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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. November 1996
    2. October 1996
    3. September 1996
    4. August 1996
    5. July 1996
    6. June 1996
