Kickstarter Project!
Carnage (now named Carnage Live!) has now been launched on Kickstarter. There is about a year of full time development left and a requirement for a lot of professional media, and unfortunately it can't be developed for free. Existing funding sources have dried up and now the game is dead in the water. So if you guys want to see this project made, please consider backing it on Kickstarter! Thanks guys.
Carnage Live! on Kickstarter
Don't forget to email Rick your username and email to get your backer badge once you've pledged.
If you want to show your support (whether or not you've pledged), you can use this banner code:
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Carnage is a near-futuristic multi-player game show where competitors blow chunks out of each other for glory and cash. Set in an arena housing a horde of blood thirsty spectators, the player must please the crowd with excessive gore to make good TV. Frantic combat is the aim of the game, as well as creative use of weapons and arena booby traps to provide maximum spectator enjoyment.
In the
demo thread you can download a prototype version of the game and play a death match against a load of BOTs.
If you have a Steam account, please vote for us on the Steam GreenLight project:
CLICK HERE
Latest Video: Flame and Maim!
Latest Development Pics - Fire System
Flame Thrower
Gore Skinning
Features ...
MULTIPLAYER - This game was always meant to be multiplayer, and now that's where it's going. BOTs will still play a part to fill the game ranks or provide training, but blowing your friends to pieces will be the aim of the game now.
MORE CARNAGE - Gore and deaths will be taken to the next level. Rather than set death animations, the game will make use of rag dolls and a full dismemberment system which allows you to comprehensively take your enemies apart. Heads, torsos and limbs will all have a more detailed damage model, severed parts will be treated to rag doll physics, blood and arterial spray will be stepped up, injuries will be per limb calculated, so weapons affect the body as expected, and animations will be improved significantly.
LEVEL EDITOR - While discussing the best way to create cool levels, we decided it'd just make sense to include a level editor. You'll be able to click levels together easily out of prefabs, add spawn points, weapons and other basic game logic, drop in death traps and doors and place their triggers, and it'll all be light mapped nicely with the aid of Dark Lights.
WEAPONS - There were some cool weapons in the prototype, but there will be more in the full game. How about remotely detonated sticky bombs, toxic waste guns, laser trip mines and shuriken launchers? They'll be in, as well as other weapons, and several new turret types for you to control.
GAME MODES - Death match is a staple of multiplayer, but we'll also be adding in other classics like capture the flag. There will also be base assault game modes and really unique modes like:
Enforcer - An all against 1 game, played at about 65% game speed, where a single 'Enforcer' player (who moves at full speed and has more health) attempts to take out all the 'criminals' on the map. Whoever kills him becomes the enforcer. If he kills everyone, he gets big points.
Body Guards - 1 Team escorts a VIP from point A to B. They can die and respawn as much as they like, but they have to keep the VIP alive while the other team try to take him down.
Pitch Black - 1 small team play as ninjas with swords, while the remaining team have bigger weapons, but while the ninjas see all in the darkness, each player in the large team can only see a small circle around them. Ninjas can dart in and out of view, taking down their prey with a single attack, while the larger team must work together to hunt down the assassins.
All these game modes are currently just design ideas and are subject to play testing, but you get the idea. I want to give this shooter some unique gameplay modes which set it apart. On top of that, expect a more detailed commentator system to praise and mock you even more than before, and hopefully a step up in visual quality.
Development continues!