Carnage is a top down death-fest shooter with an emphasis on brutal fast tempo combat. It is being developed in conjunction with TGC for commercial release. The demo is a single player deathmatch against BOTs, but the full version will be predominantly a multi-player game with many game modes, arenas, weapons, power-ups and even more gore.
Download:
Carnage Demo (104 MB Installer EXE)
Full game development going on in
this thread.
Facebook Page (Please 'Like')
The demo presentation video
A play through of v1.07 (Before lighting shaders were complete)
Some in game screen shots (click to enlarge) ...


























Controls
WSAD/CURSOR KEYS - Move around the arena
MOUSE - Aim your contestant
LMB - Kill stuff
RMB - Pick-up weapons, Enter/Exit turrets
R/NUMPAD 0 - Reload
Long Term Plans
The full version of Carnage has not been designed yet, but likely features are:
- Several arenas, each with their own look and feel, traps and unique themed power-ups.
- More weapons, possibly proximity bombs, acid guns, shurikens and other brutal tools of death
- Different game modes, from the traditional deathmatch and capture the flag, to things like base assaults, last man standing, and hero style '1 vs all' modes
- Full multiplayer support, with online leagues and player profiles so players can earn the fame they deserve by hacking their way through the competition
- Richer atmospherics, with a more advanced commentator system and accompanying media (e.g. an announcer in the area on a microphone, introducing the game show, and animated crowds)
- Much much much much much more gore
So that's Carnage, originally put together in 2008, developed in 2009, waiting in the wings for the last couple of years and now finally being commercially developed. Please show your support if you're interested with feedback, comments, bug reports and general feeling on the demo.
Update History
12th Mar - Carnage v1.09
Settings Menu added, new weapon models, bug fixes, gameplay improvements etc.
- Added movement to fire lights
- Added settings menu to replace INI file
- Disabled ESC key. Now quit from options menu
- Video memory now flushed to improve start game performance
- Fixed crash bug on game restart due to passing Sparky illegal group number
- Sounds related to the player get a subtle volume increase
- Tweaked death/injury and explosion sounds to be louder
- Updated all weapon models
- Corrected weapon positions in characters hands
- Intro music now fades out after load
- Modified some sounds to have more high frequencies for people playing without a sub woofer
- Fixed player weapon speed settings on changing back from the reaper
- Fixed AI breakdancing "top rock" legs madness
- Fixed AI getting stuck in bottom right section of the map bug (pathfinding)
- Made player respawn location clearer with light and moving invulnerability star
- Fixed tears in level model (sidewall near turret and dumpster)
- Added EXE icon
- Added RMB Pick-up weapon tip to help noobs (first pick-up only)
- 3D no longer visible during menus on widescreens
- Players now spawn with either pistol, dual pistol, shotgun or assault rifle
- Default settings changed to easier skill level and 8 AI enemies
- New menu background video showing updated visuals
- Added AI accuracy variables, so AI are less accuate on easy settings
7rd Mar - Carnage v1.08
More visual updates to shaders, explosions, animations, deathcams etc, plus gameplay tweaks.
- Various character animation fixes and smoothing
- Deathcam vertical distortion sorted (scale issues)
- Fixed edge of screen aiming issue on widescreen monitors
- Fixed health blood overlay size issue on widescreen monitors
- Stopped reaper behaviours like trying to get into turrets or waiting for the saw blade
- Added support for cursor key movement
- Added reload button, to reload weapon yourself: R or NumPad 0
- Removed frame limiter (no longer capped at 50fps)
- Character movement and turning speeds now relate to the weapon you're using (slow minigun, fast sword)
- Particle visual improvements on the deathcams
- Deathcams now pan and track
- Removed weapon reloading at game start
- Added Reaper flames to make him more bad ass!
- Modified some soundFX
- Added new Reaper music
- Improved AI target selection
- Added contrast skin enemy character and charred texture
- Added explosion/flame shader based lighting system
3rd Mar - Carnage v1.07
Shaders and other graphical updates in this version.
- Improved blood textures
- All particle levels increased
- Fixed dust haze/debris transparancy issues
- Added health regeneration function
- Desktop resolution now used
- Widescreen monitor support added
- Added customisable 'look ahead' distance to INI file
- Added low-res option to INI file (resort to 1024x768 for performance)
- Added strafe animations
- Fixed crash bug when number of players set lower than 11
- New HUD implemented ('Difference' is the amount of points you are behind the leader)
- Lighting reworked, with new ambient,emissive and specular settings
- Crowd stand blends to darkness
- Per pixel lighting shader added
- 'Use Shaders' option added to INI file
1st Mar - Carnage v1.06
- Added Full Time exit message
- Added new scoreboard screen and splash screens
- Lean functionality removed (for now)
- Implementation of 8-directional movement and aim
- Complete reprogramming of AI to support new controls
- Added 3 secs invulnerabilty on spawn
- Fixed edge of map aiming inaccuracy
Bugs/Issues:
- As you'd expect with new AI and controls, there will be some movement/navigational bugs. Please
report any issues you see on the forum.
- Awaiting strafe animations. Character legs orientations are a bit odd at the moment.
27th Feb - Carnage v1.05
- Added 3,2,1,GO count down to start the game
- Added strafe support (AI don't strafe yet)
- Fixed turret exit bug (no longer get struck in the sandbags)
- Guns now dropped upon death
- Fixed sawblade sound madness when reaper stands on it
- Added front end logo, splash, menu and loading screens
23rd Feb - Carnage v1.04
- Added simple circle shadows to characters
- Fixed blood and flame draw order/transparency bugs (z-order)
- Commentator now only commentates on events to do with the player, so it's less common and more relevant
- More sound bug fixes. Less sound cut outs now and less CPU drain. Problems were to do with volume calculations.
- Increased magazine capacity and weapon ammo counts for pistols, uzi and assault rifle. More time shooting and less time reloading.
- Added injury gore border, GOW style, to show your health
- Fixed AI running into saw blade bug (somewhat better)
- AI can now use turrets and own you ruthlessly
- Mouse cursor now stays in the window on dual displays
- Trialing new mouse aim control mechanism
21st Feb - Carnage v1.03
- Moved saw blade button into a more useful place, added sound effect, made it last longer
- Programmed AI to do basic saw blade avoidance
- Turrets updated to now have a 70 shot ammo counter. After this, it reloads for 20 seconds. An ammo icon overhead shots this.
- Slowed the Reaper down a tiny bit to give AI players a chance to escape you and prevent huge Reaper carnage (and an easy victory)
- Weapon highlight circles added to help you clearly see where weapon pick ups are
- Star highlight to show when you've respawned
- AI now hunt out and pick up power-ups
- AI now spot the Reaper coming sooner and leg it!
- Reaper scythe range fractionally reduced
- Right Mouse Button now must be pressed to pick up weapons
- Decreased grenade launcher rate of fire and rocket launcher ROF increased
- Stopped animations after game (no more running legs)
20th Feb - Carnage v1.02
- Star highlight on respawn
- Reaper tweaks
- AI now run away from the reaper
- Few other minor fixes
This upload supersedes the v1 patch.
Back Story
Carnage is based in the near future. It is a time where technological advancement has reached a new plateau. Travel, entertainment and medicine have taken a sudden leap into the seemingly impossible, providing a whole host of new possibilities. It is a time where moral boundaries are more blurred than ever before. It is a time where society is constantly craving the new and extraordinary.
Television networks do as they’ve always done – strive to entertain and shock their audience into parting with their subscription money. Displaying ever more expensive, elaborate and extreme television in search of high ratings, TV is always pushing the envelope.
Now, one channel brings us a brand new programme, promising more than ever before. It fuses two components. One - a new technology known as Particle Based Manipulation and Reconstruction (PBMR), in the form of a machine called the “Reconstructor”. And two – the people’s growing obsession with combat.
Operating on the interim of the law, the new programme ‘Carnage’ offers the audience the opportunity to see real warriors actually fight to the death. But how is this possible? How is it legal? Through the power of PBMR and the Reconstructor, combatants are brought back to life, right before the crowds’ eyes. Their various splattered remains are molecularly located, transported across space, and reconstructed, just before the Reaper can get his bony mitts on them. Now how’s that for cheating Death?
The magnificent Reconstructor also allows some experimentation with the molecules of our warriors. Through the same technology, our battlers can be ‘powered up’ to possess super-human abilities, all for our entertainment. They can be made transparent, given incredible speed, or even morphed into something all together different – like a Reaper look-a-like for example! Who’s laughing now, Mr Death?
Carnage promises true mortal combat with genuine fatalities, but in the final moments of total death, your favourite hero is brought back from the brink! He’s ready to do it all again, all in the name of entertainment … and of course, in pursuit of the biggest pay cheque in the industry.
So the viewers are tuning in by their millions and arena tickets are selling out in seconds. And of course, the hardest warriors are lining up to do battle, fearless and greedy. But it’s all in the name of good wholesome entertainment. If the crowds demand it, who are we to argue? After all, nobody is (permanently) harmed during an episode of Carnage.
So, without futher ado – fire up the Reconstructor and let the Carnage begin!
