• Register

The game you are trying to view has ceased development and consequently been archived. If you are a member of this game, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Operation: Aftermath is a Multiplayer-Based top down shooter, developed by Dark Fire Entertainment. Operation: Aftermath will feature a large amount of singleplayer and multiplayer modes including classics such as Deathmatch, Capture The Flag, King of the Hill and others! A Co-Operative Survival mode can be played by 1-4 players, on the same PC, or over a network, featuring boss encounters and a shop selling weapons, items, defenses and upgrades. Use a variety of weapons to defeat your opponents, ranging from Pistols and Magnums, to Pulse Rifles and Crossbows. Find out which weapon is right for the job. Play multiplayer online, over LAN or using splitscreen. The fun doesn't end there, with online highscores and an advanced map editor, you'll be competing with others and sharing your levels for a long time.

Image RSS Feed Latest Screens
Game Lobby
Blog RSS Feed Report abuse Latest News: What do you want to see in the game?

0 comments by Jenraux on Mar 16th, 2013

Hello,

At this point in development I'm mostly adding content to the game, most of the basic mechanics are in place, but before I make the games maps, I want to see what additional content I can put into the map editor, to give the maps more variety. What do you think I should add?

Currently I have the basics in place, tables, chairs, flooring, the basic furniture items you'd expect. But I want more objects for you guys to put into your maps to make them more interesting. I don't want to flood the editor with items, but I think we need a good healthy amount in order to create great maps!

Also weapons, I already have what you'd expect, Pistol's, SMG's, Assault Rifle's, Laser's, but if there's any unique weapons you think the game would benefit from, feel free to suggest them.

Item's aren't really in the game yet, and may not make it into the initial Alpha release, but if there's enough interesting ideas I may include them. These would be items that give you buffs/perks for a limited time during a match.

Currently in game modes we have Deathmatch, Team Deathmatch, Co-operative Survival, Capture The Flag, King of the Hill, Team King of the Hill (Control Point mode) and Assault. Each with variants. If there's any other game modes you know of and enjoy, please suggest them, and they may make it into the game.

Other than that, if there's anything else you think might benefit the game, go ahead and say it.

As I usually post a development diary every week, I thought I'd just do a small update at the end of this article to keep you informed.

I am currently running tests on a lighting engine, which will make the game look much nicer. I'm keeping an eye on the performance issues the lighting engine may present, if it becomes a big problem, it may not make it into the game, but tests so far on my development PC have been promising. Either way, I will include an option to disable lighting for slower computers. The ambient light level will also be a setting in the map editor.


Lighting is work-in-progress and will change before release

I have also gotten the post-game stats to work, they accurately show player scores/kills/deaths after a match is over.

Also I have started balancing out the weapons, instead of automatic weapons being better than weapons such as Pistol's, I plan for them to all be relatively equal, and you can just pick a weapon depending on your playing style.

That's all for this week, make sure to follow me on Twitter to keep up to date mid-week, and also track the game to be alerted whenever new info is released.

Have a great day,
Jenraux

Random DM screenshot, with new lighting and AI
Media RSS Feed Latest Video
Post comment Comments
ordoabchao
ordoabchao Jun 9 2012, 5:56pm says:

not bad for a game made with gamemaker, good job

+3 votes     reply to comment
Mowcno
Mowcno Jun 9 2012, 6:13pm replied:

Thanks for the feedback. Gamemaker is a great engine however it has been tarnished by the large amount of low quality games that have been made with it. Thats not to say that there aren't some good games made with it.

Aftermath is still very early in development and by the time it is finished we hope to have created a fun and enjoyable game. An alpha release shouldn't be too far away now.

+2 votes     reply to comment
ordoabchao
ordoabchao Jun 9 2012, 10:03pm replied:

i know how great of an engine gamemaker can be, and the reason why it has been tarnished by low quality games is because it is used as an "entry-level" engine for lack of a better term. and that means that in any beginner game programming class, most likely they will start out with gamemaker, which in my opinion kind of sucks, especially if you took the class to learn the coding behind a game without any drag-drop interface to mess with. and i cant wait to test out the alpha version when it is released, because i seem to be drifting more towards 2d games now

+2 votes     reply to comment
Mowcno
Mowcno Jun 10 2012, 5:28am replied:

Yes thats a great explanation, Both of us working on the project have been using gamemaker for over six years now so hopefully we'll create something worth playing and not dissapoint you.

+2 votes     reply to comment
_ForgottenSoul_
_ForgottenSoul_ Jan 27 2013, 9:17am replied:

Game Maker is a great engine, I have been using it ever since 2008, and I have gotten good at programming projectiles, health, energy, movement, explosions, and much more, only thing I have yet to get good at, is good A.I, I mean whats a good game without good A.I or multiplayer, multiplayer I still cant do, unless its on the same pc. I also would use other peoples sprites in the past, but now I create my own, and I am working on creating my own beats, sound FX, and music.

+2 votes     reply to comment
Jenraux
Jenraux Jan 27 2013, 2:07pm replied:

Almost every programmer would agree, that AI and Networking are possibly the 2 hardest things to program, those are my 2 "pet-hates" as it were. But I have some experience in both fields, from previous projects, so I'm hoping to use that to improve this game.

+2 votes     reply to comment
Mowcno
Mowcno Apr 3 2012, 6:24am says:

The next development diary has been delayed until next weekend.

We hope to get alot accomplished over the next two weeks.

+2 votes     reply to comment
hcted
hcted Mar 11 2012, 11:07pm says:

Looks good, but I'd probably enjoy it more if it were FPS.

+2 votes     reply to comment
Jenraux
Jenraux Mar 14 2012, 8:09pm replied:

We opted for a 2D game for a few reasons.

1. 3D games naturally consume more time to make, theres more objects that can be seen, graphical standards for 3D games are generally higher than 2D. Not to mention 3D graphics are harder to create than 2D ones.

2. 3D coding in general is harder, both of us currently working on Aftermath have fairly extensive knowledge of creating 2D games, but only know the basics of 3D. Learning how to create good 3D models and also learn how to program a 3D game would take up additional time.

3. Performance wise, a 3D game would require more powerful hardware to run. The engine we are using for Aftermath is designed for 2D games, and while it can create 3D games, large maps could cause performance issues.

I hope you understand our reasons. Thank you. :)

Some more details about the game will follow this weekend.

+3 votes     reply to comment
adfjkndjklnhdfs
adfjkndjklnhdfs Mar 14 2012, 7:42pm replied:

Same here

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Operation: Aftermath
Platform
Windows
Developer & Publisher
Dark Fire Entertainment
Contact
Send Message
Release Date
TBD
Game Watch
Track this game
Share
Style
Genre
Third Person Shooter
Theme
Sci-Fi
Players
Single & Multiplayer
Project
Indie
Boxshot
Boxshot
Twitter

Latest tweets from @opaftermathgame

Fixed some lighting bugs, added a couple of objects to the map editor and added team select for humans in DM/CTF game modes.

Mar 17 2013, 4:07pm

Fixed nearly all the bugs with post-game stats, now reads player scores/kills/deaths accurately. Also lowered the power of automatic weapons

Mar 15 2013, 11:12am

@StarForge_Game Wow, I struggle to do 6 hour days on my game, respect to you for that. :)

Mar 14 2013, 6:55am

No dev diary this week. Decided to spend the week on bug-fixing and optimizing stuff already in the game.

Mar 14 2013, 6:50am

Dev Diary will be Saturday, due to me being busy developing and forgetting about preparing it. Some graphical improvements went in today!

Mar 8 2013, 10:04pm

Doing some work on the post-game stats screen, hopefully have it finished this week. Also, some further progress on the pre-game lobby.

Mar 7 2013, 9:37am

Some advancements with the AI, can play with up to 15 AI opponents, and they actually work properly now, time to get the statistics working.

Mar 6 2013, 3:50pm

Keep up to date on Operation: Aftermath news by following the Official Blog, Available at: T.co

Mar 6 2013, 1:14pm

Been working on the game's lobby system for the past couple of days, shows preview image, info of currently selected map, and a player list.

Mar 5 2013, 3:26pm

CTF mode is pretty much done, all that's left is a new menu for team selection etc. and to get some basic CTF AI in the game.

Mar 3 2013, 10:44am

Embed Buttons

Promote Operation: Aftermath on your homepage or blog by selecting a button and using the HTML code provided (more).

Operation: Aftermath
Operation: Aftermath
Statistics
Rank
8,577 of 19,826
Last Update
1 year ago
Watchers
36 members
News
15