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                       BLOOD DEVELOPMENT - JULY 1996

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   Blood 7/26 Screen shot

    Update: 07/26/96

   Programming: Peter added more sector effects for Jay's House of Horror
   level. We also revamped how data resources get defined in Blood's
   resource manager. The changes make it a lot easier for everyone to
   import sounds, maps, and other objects into Blood.

   Levels: Jay finished off the House of Horror level and created the
   game script for Blood's first episode. This episode goes to internal
   play test late next week. After blowing the crap out of each other in
   BloodBath for a while, we will take all the suggestions and detail the
   shareware maps with more features.

   Artwork: Brian Waite has come on part time as a 3D artist. Brian has
   been modeling tons of items for Blood. Kevin imported them using a new
   technology that kicks ass over plain old polygons. Kevin also created
   some new art for the Blood web site. (Coming Soon!) If we can get Ken
   to finish the editor for our new game objects, none of the Blood's
   game objects will be 2D sprites.

   Spencer Maiers is working on the new Blood web site. Kevin is creating
   the artwork and Spencer is creating the site. To see more of Spencer's
   work, check out http://www.lith.com. Blood will soon have the best web
   site you have ever seen.

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   Blood 7/19 Screen shot

    Update: 07/19/96

   * * * BIG NEWS * * *

   Q Studios moved to new offices which is why we skipped the update for
   July 12th. More on the how and why of this move Real Soon Now. For now
   the details are Top Secret. Keep watching this page and the Official Q
   Studios & Blood Web Site at www.qstudios.com.

   Programming: Peter wrapped up some sound bugs and added a special
   effect to control the volume of a 3D sound from a game object. This
   gives us the advantage of realism over other games, for instance the
   sound of buzzing lights are now synchronized with actual lighting
   effect. Nick completed coding sector and wall effects for building
   more realistic levels. Build levels now look and feel fully 3D. For
   instance, you can see through holes in floors and ceilings into
   completely different areas, offering huge creative and strategic
   advantages over Duke maps using the standard Build engine.

   Levels: Jay has almost finished his House of Horror level. It lives,
   it breathes, and is scarier than the darkest levels of Hell. We know,
   we've been there and kicked ass.

   Art: Kevin has been creating some new gore and bodies for the House of
   Horror level. He is also working on models for innocent bystanders for
   the more populated city maps. No promises, but if they look good in
   the game, expect to mow down the human fodder if they get in the way
   of a good fire fight!

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   The July 12th update did not occur due to the Blood team moving to new
                                  offices.

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       The July 5th update did not occur due to the July 4th Holiday.

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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. August 1996
    2. July 1996
    3. June 1996

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