This is a sub-page of Proto:Blood.
|
|
To do:
|
The November 3rd, 1994 prototype of Blood is a very early WIP version of the game. The game is in a very barebones state at point, with the only thing to do is to wonder around the levels.
General#
README.TXT#
Present is a readme written by Nick Newhard, Peter Freese and Kevin Kilstrom explaining the state of the build.
11/07/94 Release Notes:
This demo has several additions not found GAME.C. First of all,
our KENGAME.EXE will look for or generate four translucency
tables which will be loaded. It's not likely we'll need all four,
but we are testing which percentage is best for the game. Also,
we have our own version of gamma correction with more resolution
and less fading.
Second of all, our version of BUILD is specific to our game. Each
of our .MAP files has an optional .CNT file containing game specific
information. Through extensive modifications to BSTUB.C, and a hack
to the font in TABLES.DAT. This extra information is displayed in
our version of BUILD. Our BUILD also requires DOS4GW 1.95 or later.
As far as our maps go, there may yet be some incorrect textures
or doors with the incorrect origin. Big deal, we'll get to those
later. Also, some intentionally raised sectors will be changed
to moving sectors as soon as our sector data types are added to
BSTUB.C.
Lastly, our BUILD.H is now a header file for BUILD.OBJ, not the
BUILD 3D engine. We now have an ENGINE.H header file with massive
modifications, including actual function prototypes (no more
warnings!) as well as prototypes for previously UNDOCUMENTED
variables and functions. Note, some of these protos may not
be public, as WDISASM reports them anyways.
If you decide to use these headers, please let us know so we can
send you updates, and to let Peter know his work is appreciated.
Also, if you'd like to see our BSTUB.C source, drop us a line and
we'll talk about it. <g>
-Nick, Peter & Kevin
Executable Name#
The executable is named "kengame" instead of "blood" like the final game. "Ken" refers to Build Engine creator Ken Silverman.
The January 1995 prototype and onwards would give the game a uniquely named executable.
Sprite Flickering Bug#
Under the default configuration, sprites in the build seem to have a problem rendering as they will constantly flicker. This can be worked around by setting machine=vesa_nolfb in dosbox.conf, or opening SETUP.EXE and setting the Graphics Mode to "320*200 Screen Buffer mode (VGA Compatible)".
Jumping#
The player is able to hover a certain set distance off the current floor by holding the jump button. You can glitch through a few spots in levels this way.
This behavior can be also seen in the April 1994 Build engine WIP build that can be found on Ken Silverman's website and the May 1994 build of Shadow Warrior.
Message Typing#
Pressing Tab ↹ will allow the player to type a message with a pink font. It doesn't stay after being entered or seems to do anything else. It is affected by the graphics flickering bug.
CNT Files#
The prototype's maps have an additional CNT file that as noted in the readme, store game specific information. This presumably would've been used to store information for a level like author info.
Voxels#
As a general rule of thumb, the prototypes all lack voxels. Voxels (3D replacements for flat sprites as game world objects) were not added to the Build Engine until 1996, which was much later into the game's development. However, a related feature is present in this early version in the form of "groudraw", heightmaps for floor textures.
Ken Silverman would later abandon groudraw due to low performance at the time.
Setup Executable#
This prototype uses the Build setup program written by Ken Silverman instead of the final's. This version is identical to the version used by the LameDuke prototype of Duke Nukem 3D.
Interestingly, the setup executable has the exact same layout and main list of options that the final version of the Build test game has. The setup executable used for the April 1994 version of Build's test game lacks the green highlighted text and calls Communications "Serial-Link", despite being made less than a year before this prototype was compiled.
|
Prototype |
Final |
|---|---|
|
|
|
|
Blood prototype and final Build test game |
April 1994 Build test game |
|---|---|
|
|
|
Map Editor#
This prototype uses the Build map editor program written by Ken Silverman instead of the final's MapEdit. Some documentation found in later prototypes suggests that the developers were beginning to make changes and modifications to the editor, with it being renamed in late December 1994.
Art Editor#
This prototype uses the EditArt tile editor program written by Ken Silverman but lacks the final's EditArt.
Both of these programs were included with the final release.
Zipped Archive#
The build includes a password-protected zip called BSTUBZIP.ZIP, containing two .c files; BSTUB.C and KENGAME.C.
The password to this zip (as noted by bstubzip.txt) is "twisted".
The official release has freely exposed the contents of this zip in the added BSTUBZIP sub-folder.
Quit Debug Text#
Quitting the game will display a number of frames, whole quitting the map editor will display memory status.
Graphics#
The prototype's palate overall appears to be darker than the final's.
Note that several graphics here predate this build and can be found in the August 1994 data. Since the November 1994 build is a full prototype and not loose data, they are covered here instead. For any sprites that were removed or changed from August to November, please see the August 1994 Data page.
Most if not all of the graphics from this build would end up in the January 1995 build.
Used Graphics#
A select few assets from this build of the game would appear used and unaltered in the final game, or at the very least received a palette touch-up.
Removed Graphics#
Graphics that were removed from the game or overwritten with different art by the next prototype.
Graphic |
Tile Number |
Notes |
|---|---|---|
11-12 |
||
112 |
||
177 |
||
181 |
||
file:BloodNov94-2332.pngfile:BloodNov94-2333.pngfile:BloodNov94-2334.pngfile:BloodNov94-2335.pngfile:BloodNov94-2336.pngfile:BloodNov94-2337.pngfile:BloodNov94-2338.pngfile:BloodNov94-2339.pngfile:BloodNov94-2340.pngfile:BloodNov94-2341.png |
2332-2341 |
Several of these are placed in the levels and seem like they might've been early concepts for items. |
Later Removed#
Graphics used in the prototype that would linger around in succeeding builds but were eventually removed from the final game.
Graphic |
Tile Number |
Notes |
|---|---|---|
6, 8 |
||
13 |
||
713 |
Tile 739 would be used in the final in place of this. |
|
file:BloodNov94-1040.pngfile:BloodNov94-1041.pngfile:BloodNov94-1042.pngfile:BloodNov94-1043.png |
1040-1043 |
Changed Graphics#
Perhaps the most fascinating part of the art in this prototype is how many assets in it appear and are used in the final. A good portion of the textures and prop sprites in this build are used in the final game in some capacity, from regular wall textures to lights, but they would receive major art touch-ups.
Unused Graphics#
Unused graphics present in the build. Many of these would continue to linger in the game's files for some time and were removed from the final game.
Graphic |
Tile Number |
Notes |
|---|---|---|
2050 |
The logo of Apogee, Q Studios' publisher at the time this build was made. The name 3D Realms would not be conceived until 1995. |
|
file:BloodNov94-2070.pngfile:BloodNov94-2071.pngfile:BloodNov94-2072.png |
2070-2072 |
Graphics depicting a scratch mark, that considering their close placement to the HUD sprites, |
HUD#
Present in the prototype is several unused graphics intended for a HUD. There is a noticeable empty black space at the bottom of the screen were these likely would've went.
Gray Rectangle#
Tile 2048 is a wide gray rectangle. Its intended purpose is unknown.
Skybox Textures#
The prototype comes with two skybox textures that were removed in the final release.
Tile 2049 depicts a black sky with white specs while tile 2051 depicts a mountain range with a cloudy night sky that is used as a skybox texture. The latter is used more as a skybox than the former.

Doom Sprites#
This prototype features several sprites ripped from Doom, presumably used as placeholders. They are redacted in the official release with flat-color shapes.
Some Doom spites were mistakenly not redacted in the initial release of the build and were changed in v1.3 of the DOS launcher to colourful checkboard sprites.
Sounds and Music#
The build is dead silent and doesn't appear to have any sounds or music, but the one can configure music in the setup program, and the game does look for the sound font file waves.kwv for .kdm (Ken's digital music) files.
Weapons#
Weapons don't appear to be implemented yet but graphics for them do exist. Only two weapons have any kind of proper first-person sprites, the rest only have pickup spites.
Of note, this build has several pickup sprites for weapons that were cut from the final release. These weapons don't appear to have lasted very long as they were all gone by the December 1995 build.
Pitchfork#
The Pitchfork appears in the build with a design fairly close to the final design but would receive an art touch-up with the shading and colors.
Present in the files of the build is three unused frames likely intended for an attack animation.
|
Prototype |
Final |
|---|---|
|
|
Tommy Gun#
The Tommy Gun is also present in this build. It looks very different from the final's, with it being positioned in the middle rather than the right, four stripes protruding from the gun on the barrel and an overall simpler design.
Much like the pitchfork, The Tommy Gun has two unused attack frames present in the files of the build.
|
Prototype |
Final |
|---|---|
|
|
|
Handguns#
There exist three graphics for three different concepts of a handgun.
Overwritten with the pickup sprites of the Flare Gun, Voodoo Doll and Napalm Laucher in the final.
Revolver#
Present is a pickup of a revolver.
Scoped Rifle#
Silenced Uzi#
Submachine Gun#
Spear Gun#
right A pickup spite for the Spear Gun is present; this weapon was replaced with the Tesla Cannon in the final game.
|
Prototype |
Final |
|---|---|
|
|
|
|
Concept Art |
Sprite |
|---|---|
|
|
|
Assault Rifle#
An assault rifle, seeming based on an AK-47.
Grenade Launcher#
Overwritten with the Tommy Gun pickup sprite in the final.
Shotgun#
What shooter is complete without one! This shotgun only seems to have one barrel rather the two the final one has.
|
Prototype |
Final |
|---|---|
|
|
|
Dynamite#
Dynamite is present, with both a single stick and a bundle. Both are positioned on their sides.
|
Prototype |
Final |
|---|---|
|
|
|
Items#
Graphics for items are placed in the levels but much like weapons don't appear to be properly implemented as they cannot be picked up.
Keys#
A bunch of graphics for keys are present, in tasty gray, blue, yellow, red and green flavors.
Interestingly, the design of the keys resembles very early concept art of a key design from artist Christopher Rush.
|
Concept Art |
Prototype Sprite |
|---|---|
|
|
|
Red Potion#
The normally unused Red Potion has much more basic shading and the cap is wider. right
|
Prototype |
Final |
|---|---|
|
|
Tome#
right The Tome seen mainly in the final game's e2m4 has a very different design, looking similar to tile 589.
|
Prototype |
Final |
|---|---|
|
|
Doctor's Bag#
The Doctor's Bag is fairly close to the final but was redrawn and made a tad larger.
|
Prototype |
Final |
|---|---|
|
|
|
Wine Goblet#
The Wine Goblet is a silver goblet, rather than a wine glass like the final sprite.
|
Prototype |
Final |
|---|---|
|
|
|
Chests#
Th unused Black Chest and Wooden Chest of the final exist here but sport different designs. The Black Chest is similar to the final but is at an angle and has different colors while the Wooden Chest looks completely different, appearing to be made of metal instead.
|
Prototype |
Final |
|---|---|
|
|
|
Prototype |
Final |
|---|---|
|
|
Speargun Spears#
An ammo pick for the Speargun is present. Like the Gun, it was replaced with Telsa Charges in the final.
|
Prototype |
Final |
|---|---|
|
|
|
Enemies#
Only two enemies from the final game are present here. Both don't have any AI and simply just stay in place.
Phantasm#
right The Phantasm in the prototype sports a very different design from the final. It looks less like a Claymation character and more hand-drawn. It has a darker robe, more skeletal face and is seen hold its scythe to its left rather than its right. It only has some sprites for an idle animation and an attack animation.
This design was present in some prerelease screenshots.
|
Prototype |
Final |
|---|---|
|
|
|
Gargoyle#
Much like the Phantasm, the Gargoyle is present with a different design with a smaller appearance and different face. It only has a four-frame flapping animation in the build.
This design was also present in some prerelease screenshots.
|
Prototype |
Final |
|---|---|
|
|
|
Levels#
This prototype comes with a couple of maps that the player can explore. By default, the game will load into qseymy.map when started.
The "QS" in the names of these maps refer to Q Studios Corporation, the game's developer at this point in time. The maps with "GM" refer to Richard Gray (better known as Levelord). Gray had originally been working on Blood but was later moved to the Duke Nukem 3D team at Apogee/3D Realms.
Some maps in this build would continue to survive well into the February 1996 build. These are also present in the level archive zip included with Blood: Refreshed Supply.
|
|
To do: |
GMKADATH#
GMKEDLES#
GMLOOM#
GMMYRA#
GMPARLOR#
GMPIAZZA#
GMSARNAT#
JOE / L1#
JOE is a duplicate of L1.
This map dates back much earlier in the game's development as it is present in the August 1994 data.
L2#
L3#
M1#
Watch on YouTubeThis map dates back much earlier in the game's development as it is present in the August 1994 data.
M2#
MAL1F#
MAL2C#
PFTEST#
Watch on YouTubeA small, map with a lone Phantasm presumably for testing purposes.
The "PF" in this map's name presumably refers to Peter Freese.