Onslaught: The True Story behind the original game idea…
So… 1995 me and a friend Bill embarked on creation of a FPS game idea that we hoped would revolutionize gaming apon it’s release… It began in middle school, when we were both playing Doom, ROTT, Heretic, Hexen, and Terminator : Future Shock. One day he was like “lets build a video game together”, and I was trying to persuade him that we would have to be ridiculously good programmers to do this and it tooks dozens of them year just to do this… We were into programming, we eventually did take a Basic Course in High School, and I would go into the Hell that was the ridiculously brutal Pascal course than the insanely easy C++ Course in College. We had our ideas but they took years to develop. In 1996 we actually had a story, a character and the villains set up, and even had enemy and weapon designs mapped out with crude drawings I did. I was never that good with art but these were the beginnings of it…
Our story involved a post apocalyptic wasteland 50 years or so from now, an insane cult who had nuked many cities, and had total control of all the worlds militaries (in secret), plus experimental warfare like cyborg soldiers, and mechs to fight on the streets with, plus insane scientists turning victims into experiments gone wrong that would kill more. Our hero was one of these experiments, a cybernetic mix of Human, Alien and Machine who was a metalhead. He was to be a complete asshole who was hired by a mercenary guild who ruled by fear (think a far future Mafia) that was in control of the world before the cult took over. They wanted the control back so they hire you to exterminate the cult who had brainwashed all the living civilians to hate and attack you….. Sounds like an insane story, but we stuck with it…
We kept on getting cool ideas for weapons and enemies from other sources and even had one liners stolen from Metallica and Megadeth songs and stuff built in (his, not my idea). We had over 50 guns that the player would carry at once to help defeat his cult enemies, which were a combination of soldiers with guns, cyborgs with guns, mechs and androids, and horrible mutations all inspired by things like Bigfoot, El Chupacabra and even more scary crap like Mothman, and the “enfield horror”. One of our cooler ideas was an enemy that waited behind random doors that would scare the shit out of the player and then run away really quick only to do the same thing again some other random time.. We also had a gruesome green thing resembling the Hulk that Bill didn’t want to use but I persuaded him. Then I thought up 2 insane mutant ideas. One was a fat obese thing that had grenade launchers for arms. We named him “Lardass!”. He was more like a human cop that ate way to many donuts than a Mancubus or something like that. He had clothes on but they were ripped and torn. Then came our first boss idea, A massive ugly thing with 3 mouths, and 2 eyes the size of a house that ate children from school buses!!! Not joking. He would pick up a school bus, bite of the front, then swallow all the kids as they fall into his mouth (all kindegarteners or something like that), and then vomit their guts and bones on you, then throw deisel trucks at you. (His size grew in designs from house sized to skyscraper sized, then to mountain size then back to house sized because mountain size is WAY to big for anything (or is it…))
Bill Thought up some disgusting ideas for weapons, including a gun that would knock enemies unconsious, but a secondary attack, would allow the player to run and jump on their chest, making their intestines fly out of their mouth, a “turd bomb” that literally was a joke weapon idea but I took it seriously and made it a weapon that dropped shit your enemies, and the one weapon idea that we thought up at the same time while watching the famous “Enema” Scene in Dracula : Dead and loving it, the “Rocket Propelled Enema Launcher”. It would fire homing projectiles filled with hot soap and worse (think barb wires or hot pokers!!!) and then home in on the ass of your enemy and then pump them with soap, making their body seperate and the waste, sending the chest and head flying in the air and then have the legs fall apart!!!!.
Really gory and disgusting ideas we had. Then I thought up a gun that was a black hole generator that would generate a mini black hole right where you aimed, so if you aimed at the foot… OWWWWWW! You’re footy would be spaghetified!!! Then if you aimed at the crotch… You see my point. These ideas were so bad that the game could have been banned.. Seriously. In the actual final game releases in 2009 (unfinished beta), 2012 (final version) and 2013 (sequel) most of this stuff was toned down. But our original idea was BAD…
We were developing ideas right and left, envisioning our 30 mission plot that started in Space / or Cape Cod, MA (depending on the design document version), moving on to Boston. Hartford, new york, then Newark NJ, then to Atlanta, then Miami, then to Death Valley (!), then to Las Vegas, then to Minnesota, and then
to the central part of the country, Chicago, etc, then to the west coast, and then to Antarctica, then toundersea bases then to the Ruins of Baltimore and DC to finish off the game. Our plot had city sized levels with extreme realism in mind, like in shooting a wall made it crack open, shooting the ground made dirt fly everywhere, explosives create big ditches, glass hurts you if you shoot open a glass window, your legs and arms and head and chest had seperate health meters and if they got too low bad things happened, etc. We wanted this REALLY realistic by 1999 or so. We’re talking like STALKER but worse… If you took too much damage in the legs, you would have to crawl around and find a splint, or find a healing station.
We also had many many vehicles planned, like Jeeps, Cars, Hoverboards (!) (Back to the Future Inspired), Jetpacks, Harrier Jets, Exoskeleton mechs with super weapons, and worse… This would have been like Fallout 3 meets Far Cry meets Duke Nukem 3d with really bad language and gore… The gameplay would allow you to roam around massive cities sized levels and climb up skyscrapers and fight cult soldiers and stuff. There would also be “innocent” civilians but they all were hostile because they all hated metalheads or something like that. But there were mission objectives as well, each mission had certain goals that had to be done. It was really going to be like an Open World Shooter back in 1995. We had so many ideas, a Microsoft Works (!) document with 100’s of weapon, enemy, and level ideas by 2002, so much that this idea of getting it to a gaming company like ID would never happen. My Brother was involved, and we told him we were quitting. But I always wanted to see what it could have been like, for years afterward.
So here comes the part that took over 10 years to actually develop due to serious issues with virii nuking my PC, me deleting the backups by pure accident (!) and worse. I had a doom mod based on the idea actually 75% completed with my own maps in 2002 but I deleted the folder but kept the mod on a external HDD. But I accidentally deleted the mod… SHIT. Next, I developed the first 2 or 3 chapters on an old buggy FPS Creator version that was so bad that it couldn’t have possibly done what I wanted, so I ditched that in 2006.
I then used Gzdoom to create a beta version I did a “lets Play” of on my youtube channel for the first 5 maps. That came out great but had graphic bugs, tons of stuff taken from other mods, I couldn’t release it. That was in 2009. But it was lost so I had to refurbish it in 2012 complete with all the voiceovers completely gone because my backup of it was incomplete because in 2009 my PC was Hacked and destroyed by a Virus Attack. I tried to get all the really bad voiceovers recovered but I couldn’t so I replaced them with text messages and it wasn’t the same. At least I had all the levels right? Nope they were seriously unfinished, and I had to spend WEEKS fixing them, and had to ditch the last few… It went from 14 maps to only 11. Then I made the final version of onslaught 1 for Gzdoom in 2012 with randomly generated maps because I got sick and tired of map editing. It came out great and is available to download here. (Unzip it to it’s own folder and run Gzdoom.exe to play it). I ended up buying FPS Creator online again and got the latest patches for it and I like it much better than the Doom Editors I used before…
In terms of other onslaught games, I made a quick 8 map sequel (Onslaught : Operation Assblast!) to this with FPS Creator which was just released here. It only has 8 levels because I’m not sure FPS Creator could handle a lot more. This is a first release and the final game release will be later with more levels… This is like a “Demo” or “shareware” version if you will. This version contains all the story elements needed to understand it but won’t have all the levels. Some will be inserted between them in the final game to make it have more than 8 levels…
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