A quick look at the enemies which will feature in the Alpha release, as well as the progress made over the past week.
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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.
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.
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,
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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
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
@StarForge_Game Wow, I struggle to do 6 hour days on my game, respect to you for that. :)
Mar 14 2013
No dev diary this week. Decided to spend the week on bug-fixing and optimizing stuff already in the game.
Mar 14 2013
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
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
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
Keep up to date on Operation: Aftermath news by following the Official Blog, Available at: T.co
Mar 6 2013
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
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