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                     BLOOD DEVELOPMENT - SEPTEMBER 1996

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   Blood 9/30 Screen shot

    Update: 09/30/96

   We powered up Blood's HellStaff weapon, making the alternate fire an
   almost instant death weapon - if you can get close enough without
   getting a shotgun to the face. The HellStaff receives the power of
   your target's soul when you destroy him. Don't use the HellStaff Blast
   on zombies though, it just wastes ectoplasmic energy.

   Ken changed around how the video system works in the Build engine.
   Blood now has in-game, on-the-fly video mode switching in addition to
   the dynamic key mapping we added to Blood a few weeks ago.

   Corpses rot away instead of just disappearing - now if we could just
   get rid of those damn flies. Explosions now have twice the previous
   radius, calling for another round of playtesting the shareware maps.

   Friday night Blood appeared front page on c|net. Check out
   www.cnet.com to see their exclusive on Blood!

   NOTE:
   Effective immediately, the day that the new updates will appear will
   now be Monday, as opposed to Friday, like it used to be.
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   Blood 9/20 Screen shot

    Update: 09/20/96

   INNOCENT BYSTANDERS BLOWN AWAY BY BLOOD!

   Kevin completed the first Innocent Bystander model. The first dude is
   a scrawny prisoner that can be shot, burned or blown to bits - all the
   while screaming and letting other players know right where you are.
   The death frames are also done, but weren't ready at the time the
   first screen shots were taken. More screenshots will follow. The
   second innocent is more like the hookers in Duke, in that they do not
   walk around. Still, killing them is far more hilarious than killing a
   chick. We aren't saying who the second innocent is, just that he fits
   in with the "DARK CARNIVAL" and "HOUSE OF HORRORS" level themes.

   Found a new and unique use for the Crystal Ball besides spying on your
   opponents. Jay created a new map, "CRADLE TO GRAVE", that has become
   our new death match favorite. It will likely be positioned as the
   first shareware map.

   Nick has been fixing editor bugs in the art tools, making them more
   useful for artists and preparing them for release when Blood ships.
   And speaking of release dates, the Official Word from 3D Realms is
   "When it's done." We appreciate all your mail with questions and
   comments about Blood, but please don't inundate us with e-mail asking
   us when the shareware version will be out. The game will get done when
   it's done and will kick ass over every other 3D multiplayer/network
   games. Just let us keep on working and providing weekly updates and
   we'll all stay happy.

   Ken Silverman will be here for a couple of weeks to work on Blood's
   net and modem code for the DOS version. Maybe he will enhance the 3D
   sprite editor for doing 3D characters while he's here. Keep watching.
   We'll let you know about any new groundbreaking changes.
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   Blood 9/13 Screen shot

    Update: 09/13/96

   Added the taunt message and macro interface to Blood. Started on the
   RTS sound effect playback mechanism. Modified Blood's cheat code
   system to work more like a couple of other multi-player strategy games
   we play around here. Instead of typing the cheat codes sight-unseen,
   you now hit the SendMessage key and type in the cheat code text.

   Craig is still finishing off "THE WRONG SIDE OF THE TRACKS", his
   fantastic train station map. BloodBath is fast and furious and the map
   is just big enough to make single play exploration scary and fun.
   There's a really cool room where zombies rip through the walls and
   come after you full bore. It scares the hell out of everyone who plays
   it.

   Kevin is still working on the Innocent models. Apparently he had an
   accident with the foam latex, and can't even talk without coughing up
   bits of foamy goodness. The Official Blood Home Page at www.blood.com
   is looking awesome, especially the new ScreamShot(tm) area. Check it
   out.

   On the home front, Kevin's and Nick's wives are pregnant, which means
   they've been doing far more than programming and artwork lately. (Hey,
   that almost sounds like bigamy, but it's grammatically correct.) Craig
   likes it so much here in the Northwest he is thinking about moving
   closer to work to bicycle in. Little does he know how much it rains
   here in the winter. Hehe..

   The answers to the anagrams posted a few weeks ago are as follows:
   DIE, SOW FART is ID SOFTWARE
   ERE ST. DAHLMER is 3D REALMS (with the 3 spelled out.)
   I DO HURT TO SEED is STUDIO 3DO

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   Blood 9/06 Screen shot

    Update: 09/06/96

   Made Blood's weapons more powerful now that armor has changed a bit.
   Finished off the Napalm Cannon. The projectile is a large, smoking
   fireball that does massive concussion and fire damage to the victim.
   The are a little faster than flares used to be, with a wide concussion
   and flame area of affect.

   Sped up the flares, gave them more impact damage and less burn time,
   making them far more accurate and deadly. You still get a nice toasty
   feeling when flares stick in your chest and melts away your fire
   armor. Double barrel blast from the shotgun is way more hefty. Single
   barrel blast remains the same, but is more accurate and faster to pop
   off. The Tommy Gun (with or without the AP power-up) just rocks now
   that the damage has been tripled. Next stop - HellStaff, Voodoo Doll
   and Spray Can power increases.

   Finishing touches on levels and the new Blood Home Page continues...

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

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