Tag Archive: alien arena


Urban decay.

Alien Arena has a long history of so-called “urban decay”, post-apocalyptic style maps. While this wasn’t the prevailing theme(maybe it should have been), they found their way into the game in increasing numbers of the years. Map such as DM4, Invasion, Annihilation, Extermination, and Impact became staples of the game, and maybe some of the very best layouts. Each one of these became more intricate than the next, larger, more detailed, and more fun. At the end of this post I will reveal my latest map in this theme, that will be built for Saucermen. First, a trip down memory lane…

DM4(2003)

Downtown 2003.

In the very first release of Alien Arena (CodeRED: Alien Arena, 2003), this map was at least visually, the “star”, and inspired the very first community built maps (built by the legendary Japanese player, Whitelipper). It really wasn’t up to the standards of games of that era(none of my maps really were in those days), but it had photo textures, and a simple, flat, city block layout that serious aFPS players loathed, but casual players loved. It lasted a couple of releases before my mapping skills improved enough that it was deemed expendable. However, at least a dozen or more similar maps were created by fans of the game using these textures and layout style, with many of them improving the vertical aspects of the game play.

Invasion(2008)

A return to roots.

Quite a long time went by without another urban decal style map, as the game had really moved in the Q3, then UT2k4 style both visually and otherwise. Invasion came about during a time of major engine changes, that saw per pixel lighting, soft shadows, and a host of other GLSL implementations. The map was somewhat intended as a demo for some of the new effects, especially with vegetation, so the layout was fairly simple, with two tiers connected by a rocky hill, and littered with debris. Despite it’s simplicity, it became arguably Alien Arena’s most popular map for many years to come, and like DM4, it inspired countless fan maps.

Annihilation(2010)

Mass destruction.

Annihilation was a map inspired by a UT3 map, of which name I cannot recall. This used the same texture set as Invasion, but took a major leap in terms of the “destroyed” look of the level, and more importantly the layout was far more vertical and intricate. This level would receive updates over the years, replacing brushes with terrain, as well as various details added, and altered, though it remained mostly the same in terms of appearance and layout. I will fondly remember this map forever as the test bed for ragdoll physics, spending many nights racking my brain along with Lee Salzman as we negotiated some uncharted ODE territories with BSP and IQM formats.

Impact(2011)

Impact, showing shadowmapping from vegetation in 2011.

At this point in Alien Arena’s development, I was pushing harder than ever in terms of realism, and the post apocalyptic imagery. The theme was now becoming more prevalent throughout the game, which coincided with the “Tactical” mode being added. Impact was directly inspired by the original DM4, as a couple of city blocks in scope, but with many of the more vertical elements of newer designs, as well as the destruction level. This, like others before it, quickly became among the most popular Alien Arena maps in the game’s history. During the creation of the Tactical mode the decision was made to merge Impact with Annihilation, creating one of the largest of all Alien Arena maps. Both maps received massive updates in terms of texture, details, and lighting, creating a much more modern appearance as the CRX engine was now allowing more possibilities.

Extermination(2012)

Extermination, the final frontier.

My all-time favorite map design for Alien Arena was the final interior urban decay map I created for it. This map was gory, decayed, and creepy, with a complex layout that had the best gameplay of any of that style map. It was medium sized, a bit larger than the predecessors(other than the combined Impact-Annihilation map). There were elements of verticality throughout, circular design, and sneak paths. Extermination eventually got a CTF version as well, courtesy of the CTF map master, Rigel. This map received some refreshes once terrain tech was added to the engine, but largely remained intact.

Wasteland(2017)

The Wasteland, massive and uncompromising.

The most visual stunning and hi-tech Alien Arena map was the first map using our new terrain technology that Max Eliaser developed in 2014. This map spent some years in development, and officially was completed in 2017 for the first Steam release of the game. Unlike other Alien Arena maps to that point, it used the terrain is it’s main structure, with everything else added in afterwards. It slowly evolved from an open canyon with a few remote structures to one with a section of city within it, and wild post apocalyptic imagery, reminiscent of Rage, a game that I had been playing at that time when the map was first conceived. It’s massive size and multiple tiers of height gave it some really cool game play elements. Sadly problems with the engine’s physics have hurt the popularity of the map in the game, and the other two terrain based maps as well.

Ground Zero(2021 – Saucermen)

The bleak wasteland of Ground Zero.

Ground Zero represents somewhat of an amalgam of Wasteland, DM4, and Impact, with elements of each featuring prominently. Now unfettered by the limitations of CRX’s bsp tech, I was able to pretty much just make whatever I wanted. Like Wasteland, it’s situated in a dry, arid setting, though with some foliage mixed with grass and cacti to create spectacular lighting and shadowing effects, much as I did with Temple Of Blood. Using far more detailed models GZ has a vastly more modern look, and while it doesn’t feature the canyon style of Wasteland, it delivers the verticality of Annihilation and Extermination with various rubble and structures connecting the buildings together.

The perpetrator of the destruction.

As this map started coming together, my excitement amped up – this was really starting to look like the game I had envisioned, with rich, realistic, and terrifying elements that draw you in, especially in VR.

Looks like a scene from Full Metal Jacket.

The atmosphere really took off once I added the sky(it’s the same sky from Wasteland in Alien Arena) and tweaked the fog levels to match.

Up on a broken building.

The layout is fairly simple – it’s a decimated area of a few city blocks, with a broken highway, demolished buildings, and piles of rubble everywhere. It’s overgrown, windy, and surreal.

Lost Highway.

Spawn points are at various elevations in the level, and there are ways to get to those elevations as well. It should be interesting to see the type of fighting that takes place given the amount of cover, and hiding places.

A good place to take cover, behind a pile of rubble.

To some this probably has the look of CS or some other military shooter, but make no mistake, this is an arena – it’s small, confined, and fast. While this level is far from done, and I haven’t even begun to optimize it yet, I had no issues with framerates, it held steady at 60 with no drops of any kind. I will update some more with some more complete shots soon, and I will also announce the launching of the website in the coming days. I now have three of the map types I have planned, and will move on to the fourth (which is a snow map, with accumulating snow effects). I also will start working on the third weapon, as well as the ammo, health, and armor powerups. It’s still incredibly early in development, but it feels like a lot of things are coming together and a lot of hurdles being crossed off the list.

DOH! And WOOHOO! And more…

How many times have I posted over the past months saying “I’ve got it!”, only to discover later that I really didn’t? Man…it’s been a few to be sure. It’s weird how that happens to be honest…sometimes you know in the back of your head that something is just not quite right, but you’re caught up in the euphoria of having made a solid improvement or breakthrough, and you get ahead of yourself. I am the king of that, haha.

In my last post I threw up a bunch of screenshots of the “saucer”, and while I was reviewing my post, I noticed something was a little off on the player models lighting. I had also noticed that the new dynamic lighting seemed off in much the same way. At various times I yet again noticed that certain map objects, especially larger ones, seemed a little weirdly lit in places. I really couldn’t put my finger on it, but I knew…oh I knew…

Let’s look at a shot that really shows the problem:

Do you see the problem here?

Well, at first I really thought this was a great example of the lighting and shadowing in the engine, but there is actually something a little off on the player models. Their left sides show a decent amount of shadow, when it actually should be brightly lit. I started noticing that most every screenshot of player models had the same issue. Also, further back, the wall near the ceiling is quite brightly lit. That is also wrong. Now maybe you think, ok, maybe it’s the shadows that are wrong, but that is not the case. The shadows are generated prior to translating anything, but the lighting is generated on another pass that is post translation(there are reasons for that, trust me!). Knowing where my light sources are, and how the shadows are, I realized that the lighting was off. This really aligned up with what I was seeing in dynamic lighting – that when shooting a lit projectile down a hall, that one side of the hall seemed lit up more than the other.

There was no doubt in my mind that I was not translating the light sources in concert with the meshes. In fact, it seemed obvious now that everything was 90 degrees off on one axis. I looked at my code and saw the problem immediately. DOH! I literally had the wrong X axis translation, I think I was experimenting and never put it back. Well now, that was a quick and easy fix! I fired the game up…and well, things looked quite a bit different! I made some fixes to the maps lighting, fog, atmosphere, and got it tweaked to have a good mix between the diffuse and ambient light values (which when a map is made of a bunch of large meshes, it’s pretty crucial). Now I saw a vastly improved lighting, and all of the weird lighting artifacts? GONE. WOOHOO!

Look at a similar shot and how the lighting looks –

Now we’re talkin’!

As you can see compared to the previous shot, the light on the left/front side of the model is much brighter, and the shadow matches what you’d expect. The walls in the rear now seem to blend more with the ceiling as well. The objects hanging from the ceiling, they also blend in better with the ceiling. These things may seem subtle, but believe me when moving around in the world, it’s a massive difference and really makes the renderer feel accurate and smooth.

You may also note that the tone looks a little warmer and more alive. This shot also exemplifies the more natural look –

Main room, with the lighting fixes and updates. Note how the ceiling is evenly lit, where as in previous similar shots there would always be some panel that seem bright and out of place. I believe I have the atmosphere and lighting more appropriate for the theme of the level as well. This feels right – and notice how the scene now “pops” with the updated/fixed light bloom effect.

The main reason for this is, that I fixed a long standing bug with the light bloom code. This was another major DOH! The idea is that you sample the bright pixels, blur them vertically, then horizontally, and then blend them over the scene. Well, I did, but made a really dumb mistake. Like really, really dumb! I was sampling, then blurring vertically, blending over the scene, then taking the sample, blurring horizontally, and blending over the scene again. But wait…what? Of course that’s not right. You have to blur vertically, then blur the BLURRED image horizontally, then blend. Now that is fixed, and what a huge difference it made! WOOHOO!

By now you’re probably thinking hey, what’s that weapon in the last screen shot? Well yes indeed, there is a new weapon, and it’s fully functioning! This would be the grenade launcher, a weapon that flings out a grenade with a big punch. Took a while to get all of the physics right, but it works really well, and I’ve gotten the bots using it effectively too. Doing all of this led to me cleaning house on a number of unused items, and it will lead to further consolidation. It’s getting close to the point where I will add the final weapon, and then the various ammo/armor/item entities. I should also add that the map editor is getting improved as I go along, and I also will soon (very, like next) add a new map test of an outdoor area. This will also lead to me refactoring how map objects are loaded at some point, which will mean a lot more management of assets and physics. Yuck – but a necessity. It’s been fun just being all irresponsible and carefree with assets and memory but I guess it’s time to get serious.

Meanwhile, here are some new and some updated screenshots of the Saucer with all of the lighting changes:

Things that should be lit, are lit.
Compare this with the previous posts where I have taken this exact shot! This is a striking difference.
Lighting is definitely more even, warm, and glowy.
No room shows the drastic fix in lighting more than the Giant Robot Room. While the previous shot had a different model for the ceiling, even the new model couldn’t fix the bad lighting. Now everything looks lit as it’s supposed to be.
This shot really shows the improvement to the light bloom effect compared to the previous post. The glow around the brain in the jar is dramatic in comparison.
Lighting and shadows – all handled real time, dynamically. There are no lightmaps used in this engine.

The last thing to write about here will be the third weapon. I believe previously I had discarded the idea of a hit scan weapon, but I’m leaning more in that direction. Not set in stone, and a part of me really wants to deviate from the normal aFPS weapon set, but it’s hard to picture this game without some sort of raygun beam weapon. I know the color I want it, and the overall look/size/feel. What it’ll do is still up in the air though…

Light shaft volumes.

This is another one of those renderer features that has perplexed folks over the years, and has been handled in various ways. I’m no stranger to these ways…

Among the first is what I refer to as “The Quake 3 Way”. This was simply done by using a translucent texture on a map brush. I’m sure many other games did this, not sure if Q3 was the first, but that was the first place I personally saw it done. I also used this technique in Alien Arena for a number of years. I think this was also done in the UT engine for some time as well. This technique was refined by many and still used today but done much more convincingly by using many intersecting polygons, etc.

Quake 3 light volume example.

The next technique is what I refer to as “The Doom 3 Way” – but it was also done in UT2k3/4 as well, and that is to use a rendered sprite as a light flare or volume. This was a tremendous atmospheric improvement that instantly transformed these engines to appear much more realistic and moody. I was able to replicate UT2k3/4’s methods in Alien Arena, and eventually incorporated very realistic looking light shafts as well using similar techniques. It was a very inexpensive and convincing method.

Unreal Tournament 4 sprite-based light volumes.

Modern, AAA engines use true volumetric effects, apparently using a ray marching style shader (though information isn’t very good on this). These are of course quite expensive, but the ultimate in realism if you want beams of light coming through dust or fog. Because it seems so few are writing game engines these days thanks to free in-the-can engines that are available now such as Unity and Unreal, I’m disappointed that there aren’t many useful examples/samples of the technique.

Modern light shaft effects.

For CORTech, I wasn’t really sure which way to go. I really wanted modern technique, but struggled to even find a good starting point or reference. I saw one that was really cool, with a clean, small example, but it required a load of passes, which I really don’t want to do given framerates are important to this game, especially given that it’s supporting VR, which requires double the number of passes.

During my search I frequently ran across the technique that Fabian Sanglard created based on a DirectX article – https://fabiensanglard.net/lightScattering/

Year ago I used Fabian’s article to implement “god rays” into Alien Arena’s CRX engine. It’s actually a very conceptually simple process that works incredibly well if tweaked for performance vs quality. This was something that really created a massive improvement in lighting realism in CRX – and made for some spectacular screenshots. The main drawback of this technique was that the light source had to be on the screen, and if you had multiple light sources, it could get really expensive performance wise.

Unreal Engine “god ray” light shafts.
Same effect in Alien Arena’s CRX engine.

My plan was to always incorporate this into CORTech, but I also got to thinking that there *could* be a way to use this technique to replace the lens flare/light shaft techniques of old, in a cheap but cool way. With a few modifications and tweaking, I was sure that I could make this work for multiple lights in a scene, and while it wouldn’t be a perfect solution, it would look cool and attractive, and give another feeling of immersion as well as what I like to call engine “shininess”. It’s a subtle effect when indoors and may not be as apparent in these screenshots, but it looks very cool when moving around especially. IMO this is a huge improvement over the initial “modelled” lightshafts.

Subtle light shaft effect.

As I’ve been working on the engine, I am also bouncing back and forth making new assets. I’ve gotten a good amount of structural pieces completed for the first map, and soon should have enough of a structure to where I can begin some larger AI programming where the bots can run around and act like human players (right now they just attack, attack, attack!).

Some Blender views of new parts.

Probably my next renderer feat will be adding decals, as I really want to start bloodying this thing up! So far the palette and style is sticking closely to the aliens and weapons, since this is their “mothership” so to speak. Not sure if I have mentioned previously, but this map is going to tell the re-imagined story of the aliens, and I think it’s going to be kind of shocking, and quite disturbing! At the moment I have most of the connecting hallway pieces completed (still need to create 3 and 4 way junctions, but those won’t be too hard since the bend junctions can be used as a base). I have some of the wall pieces and floor pieces that will be re-used throughout. The other main rooms(giant robots, helm, power core) are going to use some of these, plus other new pieces, but first I’m going to complete this “main” room, which is the laboratory. This one will use a load of assets I created for Alien Arena’s Saucer levels, but they will be re-textured to use this new palette and style.

When writing a game renderer, I’ve often myself found (as well as witnessed with other developers) that sometimes you just feel like something is just a bit “off”, and it kind of nags at you, even discourages you and takes the steam out of your devotion and attention. Often that thing is lighting/shadows. The internet is littered with posts from developers struggling to achieve realistic and just as importantly, accurate effects. I experienced such things when developing CRX’s renderer, as well as the current CORTech renderer. It was close, but no cigar. While in Frenzy this was less noticeable, and more acceptable to me, with Saucermen this was not going to pass muster.

Case in point – something was just off about my lighting, and it was more readily apparent when I solved that shadow puzzle. I sort of knew the problem, so I did research, saw a dozen different ways people were trying to handle similar issues. It’s one thing to look at tutorials for a static scene, but a whole other when dealing with a dynamic world in an actual game. I’d also like to shout out to the many people over the years that provide these very simple, but useful tutorials – without them I’d be nowhere with this. That includes the Orange and Red books, btw. All have greatly helped me develop techniques in rendering. What is truly exhilarating is when solving one thing leads to a huge amount of joy and relief as the floodgates suddenly open for further development to follow.

My lighting was off, and tracking it down at first wasn’t easy because I quite frankly had forgotten some things I did in CRX, and some basic principals. When dealing with a dynamic world, you have to remember some things also need to be translated – such as light sources, especially if you’re not using GL lighting. So you can see in this first picture of a corridor, while it may look ok at first glance, it’s really not.

Pre-lighting fix.

The specular high lights don’t seem right, and the light/shadow effects are just a bit strange (like, the ceiling and floor). There were multiple things wrong here, but incidentally my shader code was completely correct – just the info being fed to it was wrong. Now look at this same corridor with the correct lighting.

The halls are alive with the sound of (specular lighting in the correct way)
From the opposite end, shadowed areas are correctly shadowed.

As you can now see with the direct comparison, the game has “come alive” in terms of it’s lighting and shadowing. It’s now accurate, and you can now see that it’s fairly close to what we did in CRX.

This comparison also gives a pretty good contrast in both style, palette, and technology and how the CORTech engine is progressing forward. It is quite the difference already, and it’s only going to move rapidly from here on out.

Some of the assets I created for Alien Arena will be re-used and updated for Saucermen, such as some of the later “tech” items I created like the supports and floor pieces in this AA screenshot shown here. There is no doubt that I will re-imagine a couple of AA levels in Saucermen. At this time my plan is to have around a dozen maps or so – at this time I am focusing 100% on a single map however, and creating assets specifically for it. I’m also giving a lot of thought to the base game play, and will unveil some of those ideas soon.

The Saucer

In 2003, which seems like a lifetime ago, I came up with the concept of Alien Arena. I had created a Mars Attacks Martian, a Dalek, a Xenomorph, and a Cyberman as player characters, and a variety of goofy looking sci-fi weapons. The first level I designed was meant to resemble the flying saucers internals from Mars Attacks, and was apply named “The Saucer”.

The level was dark, creepy, with tight and confusing corridors connecting a quintet of rooms. It wasn’t exactly most well designed level, especially for an aFPS game, but for some reason, it was popular. There were a number of design flaws, and some ugly textures, and it was entirely too dark.

The Saucer, circa 2003-2006

In 2007 I rebuilt it from scratch, this time more well lit, with larger rooms(and removed the old dead-end room). It quickly became (and remains) one of the game’s most popular and enduring maps of all time. Several years later is was rebuilt again, though retaining the same layout, it returned to a darker theme was some really high detail and lighting. Sadly, it was not well received…”How dare you change our favorite map!?”.

The Saucer, third re-creation in 2009.

A couple of years ago I wanted to remake the map again, but using mostly mesh objects. I started creating a corridor section, just to get the ball rolling. Unfortunately, Alien Arena was in decline, and I was losing interest and motivation. Also the engine just wasn’t really up to the task.

So naturally when I started getting the idea for Saucermen, I thought of The Saucer, and the corridor I had started on. I revamped it, and added a bend section, and am currently working on other sections. These sections are more in scale with the 2003 map, being smaller in scale. My plan is to marry the original layout with the later versions, and add some other sections to make a very circular, and complex design.

Fog, light shafts, weapon view, and fixed lighting position.

As I mentioned in my previous post, I’ve made some great strides in the engine and the game mechanics. In this screenshot you can see (barely) that I added light shafts coming out of the white wall lights, and that the first person weapon is properly rendered and lit now. I tweaked the DOF and fog effects for the scale of this game, adding tremendous atmosphere improvements. I finally fixed the weapon firing and trajectory, and made even more AI improvements. It’s all really starting to come together. On the renderer side, the main thing I need to get working is shadow maps, and then I’ll feel much better about how it all looks, though I am very happy with it’s progress to this point. I will very likely replace those modelled lightshafts with a shader generated, proper version, but for now I just needed to feel decent about this level’s appearance, and those did will for this specific application. I could also consider adding the 2d image based ones like I did in the CRX engine for Alien Arena, but that’s something to ponder another time.

Meanwhile, while digging up screenshots for this post, I came across this one, of the Generation 1 alien, prior to the “heavy” incarnation, and it’s interesting to see there actually IS a pretty strong resemblance to the new Generation 4 designs!

The original Alien Arena player model.

One of the game mechanics I got working better was the gib system. Now when you kill an alien, it explodes into five bits of head, torso, arms, and legs. I have to work out a couple of minor things, but overall it really looks cool! These exercises with physics are getting me prepared for the more daunting task of ragdolls. I do need to add the waist bending routine from Alien Arena pretty soon as well, and over the weekend I plan on addressing the jump animation. I’ll also add some more map sections, and do some AI work.

Figures that on a 3 day weekend, it rained 2 of the days. This put the kibosh on some end of season boating, and some practicing racing RC monster trucks – but – it allowed for me to spend a lot of time working on Saucermen, which currently I’m feeling very inspired and passionate about.

All in all, it was a very productive time coding – and purely coding – no artwork this rainy weekend. There were a few obstacles that I really wanted to take on, as well as some fun(AI) stuff. First up was the first person weapon rendering.

Boy that was off. Frenzy worked because it was wholly unique in how the fish mouth was positioned, and also being an alpha render. That code was really the first divergence in Saucermen that will probably need to be ifdef’d and not controlled by a setting. The concept of rendering the first person weapon isn’t complex – you render it prior to your translation (or if you need to, translate it back, render, then re-translate). That didn’t take long, and it also exposed a minor bug in the skybox code(it didn’t impact Frenzy). It also exposed a more important bug, in the lighting routines, something I was suspecting was off.

I noticed that when moving around, the light wasn’t changing on the weapon. Hmmm. Of course. This was because I wasn’t translating my light coordinates along with the world! Doh! One point-pivot routine later, and I got the light model working perfectly. This one needs to be corrected in Frenzy too(again, this one wasn’t so noticeable in Frenzy because of it’s nature). Boy, I really need to merge these codebases soon!

Then I got to having some fun! I implemented the animation system for players, and wow, it worked exactly how I thought it would (it’s great when that happens). Right off the bat I could tell this was a HUGE improvement over Alien Arena. The way the animations slow down or speed up based on actual speed really added realism and excitement, and the switching to shooting positions for standing/walking/running was seamless. Also switching from standing, to walking, to running based on speed is simply a massive upgrade. While I was at it, I added jumping to the player controls, and did some physics tweaking for the rigid collision bodies. I do need to address the jumping animation concept yet. Movement feels great, there may be some tweaks ahead, and some enhancements, but it’s super smooth. Eventually I will add bending at the waist of the models the identical way I did it in Alien Arena, as well as ragdoll physics (larger chore). I’ll get the gibs added first though so I can have some real fun during testing 🙂

Next I worked on the weapon firing, and some effects.

Getting shot in the face with a blaster!

Luckily for me, the particle engine in CORTech was already pretty robust from Frenzy, and I didn’t have to do a heck of lot of new stuff here. Other than adding in the 3D modeled fired “bolt” I was able to use a lot of existing game code and effects. It turned out really cool too. I certainly will also look at adding in some physics based particles too for really enhancing the explosion effects. For now though, it’s got a very pleasing feel and look, which is something I’m really focusing on. I’ll pontificate on that aspect later in this post.

Working on the weapons, I remembered there was a bug I needed to fix with the view vector, and I fixed that (though my math seems a little more hacky then it should). This is another one that needs fixing in Frenzy’s game code. I had to do a bit of tweaking on the collision detection as well. This was working poorly, and I had to adjust the size of the capsule body for the player – also not convinced that is even working correctly, as the height variable seemed to have no effect. Eventually though I got something that worked a little better, but now I’m clipping walls a bit. Might need some further tweaks and exploration to get the capsules working properly. Also, I will eventually replace my collision detection with Bullet’s, which will be more reliable for sure.

I also got to clean up, and improve the bot AI significantly, and tailor it to this game, which will inevitably be far more complex than what is in Frenzy. So far it’s been fun, and I’m getting good results. Surely I’ll be adding a pathing system, but for now the wandering routines and tracking work well enough to have some fun.

Next I will address some renderer stuff such as adding shadowmaps, and implementing the multiple light entities and routines for calculating. I will also work on a new light shaft, either by shader or mesh/shader combo. Right now leaning towards the latter, by using a noise texture/shader with motion. Definitely not going to use the sprite-style that I did in Alien Arena, which was similar to Doom3’s. While that looked ok, there is no question that it can be done much better, and with realistic animations, since in real life those shafts distort with the dust moving, etc. I also need to take advantage of some of the CORTech features like specular maps (most everything!) and subsurface light scattering (when I get around to the humans) yet on some of the models.

Random thoughts…

My heart is still warmed that there are still some die-hards that support and play Alien Arena. I promise to keep that game’s infrastructure up and running, and I have a few minor graphical updates I want to implement shortly (just minor changes in the alien models).

My darling wife pointed out that my little Saucermen level seems to have a lot of turquoise in it (compounded by the weapons). I have come to realize that very often I go on a jag where I make too much art that uses the identical techniques and colors, resulting in visibility issues, and a lack of variety in the levels themselves. I am making a cognizant effort to avoid that this time around, and you’ll see that in my next screenshots. PS – Turquoise is my wife’s favorite color, so she wasn’t exactly complaining.

I’ve mentioned that having a pleasing aesthetic, both visually and aurally is extremely important, as well as the “feel”. I want to cite an example of this, a game that I played in 1997, and that influenced me heavily in a variety of ways – MDK. This game just felt so good, and because of that, it became a huge success. I am really trying to capture that with Saucermen, and I was really encouraged this weekend with the weapon firing and effects.

I am still perplexed mightily by Quake Champions not having a server browser. I don’t think this game can survive much longer without it. Matchmaking is ok, but forced matchmaking is dreadful and counter productive. Someone needs to let them know they are wrong with their position on this.

Diabotical hasn’t revived the aFPS genre, or even helped it in a meaningful way at all. At best it’s giving hardcore players an actively developed game to replace defunct games such as Warsow and Reflex. At worst it’s causing more division and dilution, and just siphoning players from QC and QL, making 3 weakly populated games. I don’t know about those Eggbots (public opinion seems very polarized on them) – but I do know that the game is simply too much like Quake to capture a larger (for example, Fortnight sized) audience.

I’m really excited to make more art for Saucermen, especially the weapons. I’ll probably do the Alien Mine Layer next, which will be red and white in color. Then I’ll do the Alien Photon Rifle, which will be green and dark grey. I really want them to have a solid distinction from one another. The photon rifle will have some good shader animation going on too.

That’s all for now…