The past month saw some major updates for this game, at a fairly unprecedented clip actually. The entire GUI was replaced. The in-game map editor was completed(and put to good use!). All content was completed for the first episode(more on that later). Steamworks was fully integrated, including the Workshop portions which I had not done for Alien Arena(but will revisit). A host of new features, stats, and bug fixes. The netcode was finished(minus antilag for now). In short, I’ve now gotten myself considerably ahead of schedule for the planned June release!
The next phase which I alluded to in my previous post was adding VR support. That, along with in-game voice support is the major focus on the technology side. There are a few rendering items that I wish to add, such as real-time shadows, dynamic lighting, and some more post-processing shaders for various effects, but those are on the backburner until after the VR support is completed. Once this is done, I will finish the Android version which I’m not quite as pressed to do, that could maybe wait until after June, but we’ll see. The real issue here is making the controls something that are viable for this game. This may be tricky, as the game’s difficulty level on the PC is fairly significant. That being said, I will be adding skill level selections at some point.
Using the new level editor really made things easy for me to create 10 levels, each with a different theme. The size of the game on disk swelled to 500mb, which is largely taken up by texture and image assets. I kind of surprised myself with how slick the editor is, I would love to have something like this in Alien Arena, but of course the map format makes that impossible really. It should probably go without saying that in Frenzy there is no map compiling needed. Overall I feel really good about the selection of maps and the challenges each one presents. I will soon begin writing the guide on gameplay, as well as adding in-game hints/tutorials
where it makes sense to do so. During this time I did some pretty extensive testing and discovered that the AI code was really not working well at all using the new Bullet physics that I added, so I rectified that, which in turn made the game considerably more challenging. The fish are far more aggressive and intelligent than they were, and the bosses are relentless. Standing still is not an option! I also added “boss intros” similar to how Doom 2016 did them(on a lesser scale), and a grand finale cutscene.
The hardest portion of my work was getting the multiplayer netcode working correctly. I believe I alluded to that in my previous post, that it is really tricky to wrap your mind around, though once you get the gist it comes a little easier to add to it. The code itself has shrunk considerably, and now works seamlessly on internet and LAN connections. The multiplayer aspect of this game is still a WIP, though the arcade mode is finished. I added more customization for players, including now being able to choose from 4 different skins as well as change colors of fins, belly, and eyes. This focus on the multiplayer side will continue as I have developed(on paper) a new mode called LifeEater, which is similar to “deathmatch” in Arena FPS games. The main difference between this and the Arcade mode is that your scoring is based on the amount of damage you inflict on the other players(and lives you take), rather than eating zombie parts, which in this mode serve to restore your health and increase your biting power(as in the Arcade mode). There will be a 3 team version of LifeEater as well, and I’m contemplating another mode to add. While Frenzy isn’t really an Arena FPS game, it definitely has a number of elements of that genre in it’s multiplayer mode, and a host of potential features that should make the game pretty cool for competitive gaming – and perhaps the first VR game to do competitive gaming in a proper way.
Lastly, I’m leaning on making the June release an early access release, with the full release containing 2 more episodes and 4 more player skins(free update to all EA owners).