Activity Log

Call of Dooty III: Spectres Announcement

posted Oct 22, 2013, 12:07 PM by Chubzdoomer   [ updated Oct 22, 2013, 12:09 PM ]

This November, Corporal Flynn Taggart returns in Call of Dooty III: Spectres.  Another heart-pounding thriller in the award-winning Call of Dooty franchise, Spectres follows Corporal Taggart as he continues to penetrate deep into a Russian subterranean military facility thought to be harboring weapons of mass destruction.

Color-Coded Conversations in COD II

posted Oct 23, 2012, 11:24 PM by Chubzdoomer   [ updated Oct 24, 2012, 12:37 PM ]

Although the original Call of Dooty was a smash hit, selling millions of copies without ever being sold and delighting hundreds of thousands of viewers on YouTube, its conversations left something to be desired.  Every character spoke through strings of red text.  Despite them having slightly different voices, this made it rather difficult to know exactly who was speaking.  That's why the sequel, Call of Dooty II: Green Ops, will bring forth an innovation to first-person shooter conversations:  Color-coded conversations.

In Call of Dooty II: Green Ops, conversations will abide by the following color convention:
  • Green:  You
  • Yellow:  Allies
  • Red:  Enemies
If you hear someone speak and see green text, it's coming from you, Corporal Flynn Taggart.  Likewise, if someone speaks and you're presented with yellow text, you can be assured that it's either being radioed in from Command HQ or said by your training partner.  Of course if you happen to see red text, the people who are speaking are assumed to be Russian and should be shot on sight.

Call of Dooty II Character Bios

posted Oct 21, 2012, 10:09 PM by Chubzdoomer   [ updated Oct 21, 2012, 10:17 PM ]

Last night, I managed to cut up and edit the dialogue I've recorded over the past several weeks to my liking.  In other words, the written and spoken dialogue for Call of Dooty II: Green Ops is finished and ready to be implemented.  To celebrate this occasion, below I will tell you a little bit about each of the four characters who will play a direct role in the game's unforgettable, action-packed story.

Corporal Flynn Taggart, Protagonist

  • United States Marine in search of Russian nuclear weapons on Mars

  • Durable
  • Gullible

Famous lines:
  • "It's time for me to put these night vision goggles to use."
  • "Shit!"

Interrogator, Antagonist

  • Nationality and origin unknown, therefore assumed to be Russian

  • Inquisitive
  • Monstrous voice

Famous lines:
  • "The keycards, Taggart.  What do they mean?"
  • "We've got you now, you bastard!"

Commander, Deuteragonist

  • United States Marine Commander in charge of Corporal Flynn Taggart's mission

  • Pushy
  • Suspicious

Famous lines:
  • "Taggart, you haven't seen anything.  Do you understand me?  You'll only see what we want you to see."
  • "Now kick that door open, storm the refinery, and let's do business the military way.  Hooah!"

Training Partner, Tritagonist

  • United States Marine who trained and fought alongside Corporal Flynn Taggart

  • Fearless
  • African American

Famous lines:
  • "Let's breach this motherfucker."
  • "We've got to find out what the hell these Russians are doing."

In-Game Ads Coming to Call of Dooty II

posted Oct 19, 2012, 9:24 AM by Chubzdoomer   [ updated Oct 19, 2012, 9:28 AM ]

When I haven't been busy improving Demon Defense, I've been hard at work on the sequel to Call of Dooty, one of the greatest first-person shooters of all time.  At the conclusion of the first game, the 15th Light Drop Regiment's Corporal Flynn Taggart had boarded an elevator in the Union Aerospace Corporation's (UAC) Hangar on Mars and was on his way underground to begin searching for weapons of mass destruction being stored by the Russians.  In Call of Dooty II: Green Ops, things pick up right where they left off as Taggart delves deeper into the Mars facility.  The results of this expedition are, as one might expect, explosive.

One of the greatest innovations in Call of Dooty II: Green Ops is that of in-game advertisements.  There's quite simply nothing better than playing your favorite game and seeing images of your favorite restaurant at the same time, especially if you like to eat.  That's why I've selected Burger King and Taco Bell, two of the finest damned restaurants the world has ever known, to be represented in-game.  As you explore the Mars facility, you'll see electronic logos of these establishments and if you attempt to interact with them you'll even get a bonus achievement.  Whoops!  Did I just say achievement?  Make of it what you will.

Below, I've attached a teaser image showing the in-game advertisements in action.  To date, this is the only screenshot of Call of Dooty II: Green Ops that has been published.  Consider yourself lucky, for this is a once-in-a-lifetime opportunity to see what might very well be the greatest game of all time before it consumes the world.

Demon Defense v1.4 Progress

posted Oct 18, 2012, 2:51 AM by Chubzdoomer   [ updated Oct 18, 2012, 9:58 PM ]

These past several weeks have been both incredibly exciting and stressful.  Demon Defense, which will be abbreviated DD from here on out, is about to receive a major update and I'm ready to provide you with more information.  The last public version of DD, 1.3, was published in June of 2011 and added perks on top of an already sophisticated game.  Those perks, two to be exact, allowed players to spend 600 dollars in exchange for a constant flow of health and/or ammunition.   There were also other notable enhancements such as sound effects when purchasing weapons and ammunition and the ability to see the second player's amount of money on the heads-up display (HUD).  You can see a video of DD 1.3 in action here.  Although that version of DD far exceeded those that preceded it, the upcoming DD 1.4 presents drastic changes that even I never saw coming.  Below, I will discuss the most significant improvements.

Firstly, in DD 1.4 you will now be able to play with up to three other players.  Four-player support is something I've dreamed of ever since the project was conceived and when you see it in action for the first time, I think you'll agree that it's DD at its best.  We've worked diligently to ensure that you can interact with one another, too, in order to function as a team.  Each player can see the names and amounts of money possessed by other players at all times.  We've also added a Money Transfer Machine near the middle of the map where the health items once spawned.  This machine, as its name implies, allows you to transfer specific amounts of money to any living teammate.  Already, this mechanic has produced scenarios in which a player short on ammunition (or health) and cash was able to receive the latter from a teammate and get back into the fight.

Secondly, for the first time in any of the DD versions, traps are making an appearance.  "What exactly is a trap?" you might ask.  A trap, in DD terminology, is a player-activated hazard whose purpose is to kill monsters and reward players with a sum of money each time they do so.  We've implemented two traps:  The Electricity Trap and the Ice Trap.  The Electricity Trap features a row of devices along the ceiling that, when the trap is activated, shoot streams of electricity down to the floor.  Anything that passes through, whether it be a monster or player, gets zapped.  The Ice Trap, on the other hand, is a little more sophisticated.  When activated, two columns rise from the ground and nearly touch the ceiling.  Anything caught in between the columns and ceiling during this process is instantly crushed and killed.  Next, the columns generate a blue force field.  Anything that passes through the force field is instantly frozen.  These traps are not just a great way to make an escape and kill your pursuers if you're low on health or ammunition, but they also serve as a way to assist teammates in that each kill awards every player a total of 75 dollars.

Lastly, a brand new map, Archives, will debut in DD 1.4.  Archives, designed by my friend Lanix, is different in that players progress through the level in a linear fashion.  Rather than purchasing and opening doors to access new areas, this map requires that players survive five waves before a large set of doors lowers, granting access to brand new areas with fresh goodies and larger playing fields.  Also, rather than monsters slowly approaching from outside, in Archives they drop in through large openings in the ceiling and flood the area.  As a result, the map is both faster-paced and more difficult.  As a matter of fact, if you're new to DD I would recommend warming up on the original map (now named Locht und Lodet) before playing the new one.

Despite the stress this project has induced and the many hours I've spent improving it, I'm incredibly satisfied with how this version has shaped up.  Four-player support is a huge deal, traps will allow you to fall back and rest at the expense of a couple hundred dollars and more than a few monsters' lives, and the brand new map is a great breath of fresh air for those of us who've played the original to death.  There are other subtle improvements, too, such as a fancy title screen and new font, but I'll not ruin any more surprises.  Instead, I'll allow you to experience it firsthand here in just a few weeks.  When you do, I hope that you'll agree that DD 1.4 is better in every way imaginable.

1-5 of 5