Onslaught is out : This is how it was made
- zacharya773
- May 15, 2020
- 2 min read
Onslaught was created by a trial and error process over a 9 year time frame. The initial design of the game was set up as a design to give a gaming company in 1995. That idea was shelved due to the design document being in the wrong format. And it's length and idea count were so big/high that it had to be shelved.
Over the years I learned of two things that might help make an onslaught.
A) Random Map Generators like oblige and eventually obaddon.
B) Monsters from realm667, that I could use to base our ideas on. A) would allow me to make levels, and at first these were so primitive that any onlaught that was made would be doomed to fail. I even tried to make my own and failed miserably with an onslaught. Hard times. But Once Oblige 7 came out things started to change slowly. Soon oblige 7.59 edit came out and improved the architecture a lot. A promising onslaught was made. A new texture powering that helped it to look amazing, and the old one I made based on photorealistic texture pack textures was ditched. B) Allowed me to make the enemies and guns onslaught called for, and edit them to be able to behave like the original game's ideas, suddenly almost all of them were possible. Soon I had made them all from scratch based on these realm667 guns. Enemies would soon follow. Changes were made to a lot to make them behave like the original ideas. All that was left was to assemble the final levels. I used the new Obaddon to make the final levels in the final version. I used a kind of ol version done in july 2019 to make the levels. I could have redid the levels with the new map generator versions but I chose not too, realizing they would have added little. Soon the final version was released. But one hurdle remained. Due to a hardware problem I could no longer run it, I had to patch it to make it run in software mode. That Hurdle took AGES to fix, to make the default new textures work for software mode took like 6 month honestly. Now it runs in software mod by default and runs in lzdoom instead of gzdoom now. Soon it was ready to release. It's pretty big too, being around 300 MB per download now. It's that big due to A) Lots of high res textures B) lots of high res music and voice overs for the character, and C) Lots of bonus features like expansions included
To run the game run the included ons.bat to play it
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