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                      BLOOD DEVELOPMENT - AUGUST 1996

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   Blood 8/30 Screen shot

    Update: 08/30/96

   Work continues on monster AI and special effects. We've got plenty of
   cool, otherworldly surprises in store, and the ideas just keep coming.
   Expect to feel the presence of the restless dead as you make your way
   through the game. . . ;-)

   Nick came up with a great concept for Tchernobog's lair that opened up
   all sorts of sinister possibilities and led to a stronger, creepier
   backstory. (BTW, compared to Tchernobog, Shub-Niggurath is a lazy
   slug.)

   Kevin is still working on artwork for the innocents. He also created a
   lovely balloon for his carnival level that will help make Blood a
   kinder, gentler place. . . or not. *POP*

   Jay reworked The Great Temple, the last level in the shareware. It was
   already perilous before he got hold of it--now it's, well, more
   perilous. And it looks better too.

   Craig continued working on his train station/train yard level. He
   can't get over how much easier MapEdit is than Build. He's also
   puzzled at how Jay can slaughter him so badly in his own levels.

   In other news, Jay and his fiancee got a new car yesterday (no, it
   wasn't a Ferrari) and are still coming to terms with their newfound
   mobility. They can actually drive places now.

   Check out these web sites: http://www.lith.com and
   http://www.blood.com.
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   Blood 8/23 Screen shot

    Update: 08/23/96

   Not much work got done yesterday (8/22). Everyone here is aching from
   riding jet skis at the company party. We and our guests went down to a
   local lake (Sammamish) and rented a bunch of jet skis for the whole
   day. Plenty of food, fun and drinking made for a great party. Now it's
   back to the grind. Everyone will be here tomorrow to compete in the
   chosen Death Day games - Industrial Quake and Blood.

   We managed to sneak in a little programming even though we got
   strapped creating some paperwork for the big boys at 3DRealms and
   interviewing people for some future projects.

   Kevin has been detailing the Tchernobog model and adding hanging bits
   of rotting flesh. After painting it, digitizing should begin in a week
   or so.

   Jay reworked some older levels with new effects and tightened them up
   for BloodBath play. He's also been teaching some new level designers
   the nuances and features of MapEdit - they all know it beats the
   competition hands down.

   I got bored late one night and came up with some friendly anagrams for
   a few game companies - see if you can figure them out. If you don't
   know what an anagram is, look it up. :) The first one is easy.
    1. DIE, SOW FART!
    2. ERE ST. DAHLMER (or RESET DAHLMER for those of you not familiar
       with Old English)
    3. I DO HURT TO SEED


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   Blood 8/16 Screen shot

    Update: 08/16/96

   Artwork: Added sequences for a humorous additions to our creature
   list. The Fly takes serious advantage of our 3D sound spacialization
   code and is pretty annoying. We're not giving away any details on what
   the Fly is or does just yet, but it is both humorous and satisfying.

   Kevin has the HellStaff artwork nearly complete and Kevin replaced
   another weapon to test it. This is absolutely the best looking/feeling
   weapon in the game, and may even become favoured over the Voodoo Doll.

   Levels: Finished off the Mall map and put it into internal playtest.
   Kevin will be adding some new art to support this level. Jay is
   organizing Death Days for our internal staff to compete against each
   other in the various multiplayer games. Blood is at the top of the
   list, of course.

   Programming: Tidied up some menu and interface code. Started coding AI
   for the Fly.
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   Blood 8/09 Screen shot

    Update: 08/09/96

   Programming: Added in-game keyboard configuration. Players don't have
   to exit net/modem games to reset their key mappings anymore.

   Artwork: Kevin continued his mission to eradicate normal sprite items
   from the game. Almost all items and objects use the new renderer. The
   new Blood logo is also beginning to look very impressive.

   Levels: More internal BloodBath testing on Dark Lab and House of
   Horror. Jay started an untitled map with a mall theme, which he says
   is a tribute to Dawn of the Dead. We're also going through maps to add
   more ambient sound effects, tricks and traps.
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   Blood 8/02 Screen shot

    Update: 08/02/96

   Programming: The level testing has been going well and the few bugs
   that have shown up are being squashed. Mike is spending some time on
   the network code which we hope to significantly enhance. Nick took a
   "break" to get his computer running again after it was corrupted by
   the update to the mail program. (Thanks for being patient Joe!)

   Level Design: Jay built the "Dark Laboratory" and put it into limited
   playtest (3 net players). With the synchronized lightning and sound
   effects it feels like Frankenstein's lab. The stacked sectors made
   this BloodBath level feel much bigger than it really is.

   Artwork: Kevin reworked more items into the "better than polygons"
   technology. We may change some of the hazards like the spike, machine
   gun and flamethrower traps to the new 3D rendering system too.

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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. September 1996
    2. August 1996
    3. July 1996
    4. June 1996

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