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FPSC Classic Work In Progress / [LOCKED] GraveDanger-My Long term project

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Inspire
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Posted: 20th Aug 2007 02:43
Just played it, and it was pretty crazy. I love the custom everything, except it looks like one of the enemies has goggles (the one with the big red eyes).

It ran perfectly on my computer, but mine is pretty good, so that can't really be an accurate judge.

Can't wait to play the demo!

KeithC
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Posted: 20th Aug 2007 02:46
Quote: "If I could get a link to that game it would rock as I dont have a copy for myself."


Here it is: http://www.ozarkgames.com/fpscfolder/george/gravedanger.zip

Everyone should check this one out as well; great level!

-Keith

Cheese Cake
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Posted: 20th Aug 2007 03:32
Thanks downloading it right now.
Disturbing 13
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Posted: 20th Aug 2007 04:06
@Cherd- Thanks! I may do just that and cut down on the enemies to 2 and just place more spawn points, I'll probbably amke them fade when dead as well. Adding it to the list.


@Inspire- Thanks! Just to let you know, the Title screen is a temporary throw together till the avi thing gets ironed out. The goggles are part of the uniform for 'The Cult of Three Nails' I'll post a pic of how they looked when they were living at the end of this post.

@KeithC-Wow Thanks man! That jogged my memory quite a bit. BTW Daoloth comes back in this one But looks slightly different since he's corporeal now. The Templars will also make a return, but I will definitly do something about that animation, wooh! See I got lazy on the animating of the arms and left them in a permanantly bent shapeand just attatched them to the shoulders to the standard FPSC skeleton, resulting in one of the most 'feminine' walking cultist I've ever created. Yeah there will probbably be more of a variaty of them as well includeing different troop types.

Here is how a Xombie looked while still living-




Jon Fletcher
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Posted: 20th Aug 2007 05:10 Edited at: 20th Aug 2007 05:13
^^ nipple piercings FTW! XD

great looking character and gun I'll be watching this thread, I've always loved your gruesome concepts

that tomb(ish) environment behind him reminds me very much of the Ayleid ruins from oblivion, fantastic

Disturbing 13
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Posted: 20th Aug 2007 06:15
@Jon Fletcher- Thanks! I'm probbably going to get crucified by those that think oblivion is gods gift, but I've yet to play it...(ducks to avoid things thrown) I own the GOTY edition one for xbox and honestly cant wait to get a 360 to play the the next.

I'm hopeing to have a huge variety of level types so the player doesn't feel thaey are in the same level only rearranged. This is accually the second level of the game. If you look up at the starting point you see boards from a tomb you jump down from in the first stage wich is a graveyard. I just felt the hidden Crypt was a bit more fun in terms of level design for a demo. My next hope is to get the first whole chapter done for the demo with a wider variaty of enemies, and a boss battle as well. each chapter will have to be a seperate game as this one alone was a whopping 100mb(71.2 zipped) This is how the first chapter should flow-

-GraveYard
-Hidden Crypt
-Sewers
-ExteriorMonestary
-InteriorMonestary
-Boss Battle with Daoloth

This way I'de have 5 chapters, 5 levels plus a boss battle, making 6 stages in each chapter for a total of 30 stages. I may even throw in a few multiplayer maps as well in the final version. I just have to get a single program to tie them all together.


Fuzz
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Posted: 20th Aug 2007 10:49
cool it kinda reminds me of darkwatch

looks great

Butter fingers
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Posted: 20th Aug 2007 12:15
Downloaded and played through.

Here:

Interface:
Nice custom menu, although the alignment is all out until Vishu finishes initiallising, then it pops to the right place.

Gameplay:
The whole thing is really tense, I love the fact the weapons have a realistically long reload time. First time I ran out of bullets was in the room with 4 guys, and I was straffing around going "crap! crap! crap!" while he reloaded.
I know it's just a public beta, but there wasn't much to the gameplay itself, just pulling switches and shooting. I mean... I loved it, but in a full title you might need a bit of variation to keep us interested.
Enemy damage and weapon balancing were excellent, although my enemies did fail to respond after the shooting out floor section (this was the case on all 3 of my computers).

Models/textures.
The level looked great, the alcoves and bumpy walls gave it this wicked manga feel...if only FPSC had cell shading. I like the cultist types... very remeniscent of the generic enemies from PS2 title "The Suffering" (which I LOVED).
The weapon was top notch. Loved it. Animation and sound were great.
My only criticism would be the textures themselves. They just didn't feel grimy enough. I'd love to help out with this, and do some postproduction on the textures, if you're up for it. Also, the zombie edit I did would look great as a beefier character class...could redo the texture to a more fat mutant, than marine.

Sound
Nicely done. Agreed the V/O is a bit poor. Try vocoding a voice sample with a radio static sample. That usually works for me. That and perhaps a more visceral death/hurt sound set.

FX.
I felt there was a lack of lighting in the level, the whole thing was a bit flat. Could have done with some of those alcoves being wrapped in shadow.
I don't know what you think, but the enemy attacks kindof feel a bit static, perhaps you could add the visual damage system to it, so that they actually slash the screen when you get hit?

Overall.
It was wicked. I love the style, it carries through everything, from the walls to the characters, nothing feels out of place. THe level design is slick and hectic, and it was generally very cool.
I would definately like to see more. Some imaginative new weapons (a shotgun with a spine along the barrel?), I'd be up for doing a nasty flamthrower demon too.
Whatever, one of the best FPSC demos I've played. Loved the personal style.

Final note. Would be happy to contribute to this. If you want the dreamstealer, texture work, or just someone with an equally dark mind to bounce Ideas off, gimme a shout.
Best
Butters

Systemous
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Posted: 20th Aug 2007 12:16
Man your game is really great!
Disturbing 13
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Posted: 20th Aug 2007 13:21
@fuzz- Thanks! Darkwatch is definitely one of the major inspirations for this game, the other major one is Painkiller, Being that both games have been mentioned in refernce to mine I am freakin giddy as a school girl.

@Systemous- Thanks! Glad you like.

@Butter fingers-Thanks a million. This is just the kinda feedback i need. The menu was a thrown together kinda thing; the real menu will be (if possible) an avi of a 3d scene running, and if not at least a still of that scene That one is just 2 textures of a skybox tossed together. The Vishnu loading screen was also just a copy of it but will be replaced with something much more diversified in the future. As for variation I completely feel ya. The primary goal with this one was to create a 'typical' FPS. I noticed a trend in allot of great titles and it was primarily-simplicity. No superhard story to get into (although there will most definitely be a story told by cutscenes) I can definitly foresee throwing a few more loops into the mix to make it intresting. Perhaps some scripted events to freak the player out would help. The floor problem didnt really happen to me but I did have an enemy spawn below when the 4 spawn in the room with you and that may have somethng to do with it. I'm lowering the enemy count to 2 per group and just making more groups. "The Suffering" Rocked, I could only hope to achieve half the fun gameplay and feel in that game, but I'm still shooting for more I would definitely love help on some retexture work. As a texture artist I'm decent but not where I really want to be. I do have a beefier character that will be in the later stages that i could definitely use some help with (inspired buy "The Suffering")and a flame Thrower character that I was definitely planning to consult you about anyway, so I'm glad you already voulenteered. As for sound , Yeah I plan on replaceing all default FPSC sounds for the player but need to find a good voice actor to be Grave. As for lighting, understood, in fact there was allot of planned lighting effects left out due to my impatience,lol. The visual damage thing was definitely something I wanted in from the start I just didnt learn enough scripting to toss timers on there so the image doesnt stay. The visual gamage for the enemies is defintely a feature I need to add; once I purchase it I will customize it to fit my game. The weapons are going to get sick as the game progresses since the weapons you will primarily use are enemy ones, I love the spine shotgun idea. So definitely expect to be a wall I'll bounce ideas off of
After Emboca is done I plan to finish the whole first chapter and offer that up as the final demo before starting on the other chapters. A single level from the later chapters may circulate as well. I'll still throw some concept art as well as model progress up but the next download will most probbably be the whole first chapter.


small fish
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Posted: 20th Aug 2007 15:18
OH CRUMBS you released this while I'm on holiday now I can't play it until I get home to my computer that's a week A WEEK!!! I got to say D13 this looks just grand I was thinking of using milkshape models for rooms what unwrap tool are you using for the textures?
And the custom enemies are beautiful how long have you been working on this

The world is complicated only people are simple
Cherd
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Posted: 20th Aug 2007 16:09
Quote: "@Cherd- Thanks! I may do just that and cut down on the enemies to 2 and just place more spawn points, I'll probbably amke them fade when dead as well. Adding it to the list."


oh well actually, i assumed you had been using spawn points for the enemies, you should be able to keep the same number of enemies in each room, as long as you use spawn points for the rest, because the fact that they are all active at the same time could be the reason they stand still.

oh and Butters
Quote: "Nice custom menu, although the alignment is all out until Vishu finishes initiallising, then it pops to the right place."

that may have just been a one off because i never seemed to get that problem

darimc
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Posted: 20th Aug 2007 17:41
The only thing I didn't like is that when he reloaded, he didn't put a clip in.



Butter fingers
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Posted: 20th Aug 2007 17:55
Oh! I almost forgot! scale that dust puff up by about 200%. It looks wicked, but if you weren't looking for it you'd never notice!

Disturbing 13
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Posted: 20th Aug 2007 22:09
@small fish-Thanks! I use milkshape for everything includeing the wrapping of texture; it's just easier to do everything on the spot. I have a tut on how I model that's not finished yet on another site, when it's done I'll post here too. I worked on this level for about 3 weeks (includeing the design doc) but the ideas and story behind it have been with me for years.

@Cherd- I had been useing spawn points for enemies, its just there are times that 3, 4 and 5 enemies spawn at once and that is what messes up the ai and makes them stand still while one attacks at a time.

@darimc-Ha Ha . I knew that would come up, but there is a reason for that, that greatly has to do with the story, infact I need to change the gun sounds to reflect that. Thanks for reminding me.

@Butter fingers- Increase dustpuff size. Gotit, added to the list. That effect is a very big thanks to Butter fingers.


Locrian
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Posted: 20th Aug 2007 22:12
Overall very nicely done. There isn't much to expand on beyond Butters statements. I will say that I liked the unsymmetrical surfaces of the wall segments. Very reminiscent of like WOW.

Liked the load screen art of the parchment with the 3nails xombie on it.

Loved the gun design, though I to had a problem with some of the animations being a little off at times. The hand extending into the metal needs a little work.

Seem to get stuck at times though if I killed something in a hall. Eventually I'd get by, but could be a problem for you later.

Great work though,
Continued success,
Loc

Jon Fletcher
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Posted: 20th Aug 2007 22:16 Edited at: 20th Aug 2007 23:20
i only just noticed that download, my comments were based off the first screenshot, but im downloading now, cant wait

I'll edit with my thoughts when finished

edit:

oh lol i remember playing that demo a long while ago, must have forgotten

very nice, cool boss as well

edit 2:

no wait, i downloaded the link provided by Keith instead of the one from the main post stoopid me, downloading again

creator of zombies
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Posted: 20th Aug 2007 23:17
WOW,frickin awsome. The game had a nice 'haunted' feeling to it,and the guns really added to the atmosphere.. The long reload times where also good,giving a sense of paranoia that something is going to jump on you from behind while your reloading!!
The Dust puffs where a nice touch,but as butters has already pointed out,scale it by 200%. The textures where crisp and high quality,and the enemies where nicely textured and animated too. Tge lighting was sometimes lacking,thus being a shame due to it letting down the atmosphere. As someone else already said,I would of liked to of seen some places covered by some shadow.The sound was good,added to the great atmosphere. All in all,a very pleasing Demo.

Overall score: 8 out of 10 (lost two marks due to the dust puff,and some scetchy lighting




KeithC
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Posted: 20th Aug 2007 23:21
When you're done with a full demo of this, I'll be contacting you about your place in The BOTB.

-Keith

Disturbing 13
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Posted: 21st Aug 2007 01:34
@Locrian-Thanks! Been a long time since I've played WoW but I definitely take that as a major compliment. The loading screens will more than likely all be entries in 'Brother Claudius's Field Guide to the Unbidden and Unwanted'. with aseperate program I will probbably make all these viewable as an extra.When I post more of the story you will see why it is nessecary for Grave to have the gun that close into his hand. The getting stuck thing will definitely be taken care of with the lessening of enemy amounts. Even in the first Grave Danger (for the contest)I had that problem.

@Jon-Yup thats the First one done with v1.0. Major laggfest for unknown reasons. Thats why all my geometry now is 1 sided. No sense haveing a side that will never be seen rendered. Look forward to your comments/suggestions.

@creator of zombies- Thanks! ANy suggestions on lighting settings would be great. of all the FPSC features I seem to lack the most on making lighting look good. My shadows are never as hard as I would like. Perhaps my ambiance is too high? As I said any help in this departmet woud definitely be appreciated.

@KeithC- Thanks! Well that's definitely some incentive to get cracking on finishing the chapter.


Cheese Cake
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Posted: 21st Aug 2007 01:54
Love the drawing!

Did you made it yourself?
Disturbing 13
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Posted: 21st Aug 2007 01:56 Edited at: 6th Oct 2007 08:35
@Cheese Cake- Thanks and Yup, I figured why let the concept art go to waste; just incorperate it into the loading screens.


Goodman84
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Posted: 21st Aug 2007 03:22
Your Program a virus? Nah Sorry Man But I ain't blaming you however when I used your Game It says Disturbing Or w/e and It wasn't the right size for my screen size but that was my mistake, However when i hit exit it froze and I hit Ctrl Alt Delete and did it about 22 Times restarted and Ctrl Alt Delete Doesn't work any more Maybe I Crupted it? Sorry Just wondering if this has happened before. Thanks

hey
Disturbing 13
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Posted: 21st Aug 2007 07:08 Edited at: 21st Aug 2007 10:00
No its not a virus of any sort. pressing f12 would have taken you out of the screen if it froze. Ususally its displayed on the extraction screen. Vishnu provide an immense about of protection by diableing certan keys and such to prevent accessing outside programs for hacking or ripping media.
EDIT: So far your the only one that this has happened to, perhaps the download was corrupted or interrupted or maybe had a program running that vishnu doesn't like.


Inspire
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Posted: 21st Aug 2007 07:17 Edited at: 21st Aug 2007 07:18
@ Goodman:

Candle gave me this. Run it and it will fix your task manager.

EDIT: I would've emailed it to you, but you don't have one posted. I have no idea if it poses a security risk to Vishnu, so tell me when you downloaded it so I can remove it. Then again, Candle wouldn't have given me a program the might harm Vishnu...

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creator of zombies
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Posted: 21st Aug 2007 14:26
@d13:In answer to you lighting question,you have to remember that even though FPSC uses Dark Lights to render it's lighting,there is not a gradual fading of the light outside the requested range. To put it simply,if you place a light,with a range of 50,anything outside of the lighting circle will instantly be covered in a shadow,with me so far? If you then wanted a certain wall or alcove wrapped in shadow,you should place a light a few centimetres away from the requested wall or alcove. This way anything that is away from the wall,alcove etc will be seen by the player,but that wall etc will be wrapped in shadow. It can create a creepy atmosphere.
I have built a quick room,and taken a screenshot to show the end result. Hope that helps

CoZ



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Disturbing 13
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Posted: 21st Aug 2007 16:03
@creator of zombies_ Thanks! Much appreciated. I have to say lighting is definitely not my strongpoint. Should I drop my ambiance to 0 then?


Cheese Cake
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Posted: 21st Aug 2007 16:08
Disturbing.

No dont drop to 0...unless you have plenty of lights placed.
To get the dark feeling try to adjust it by setting it to:
12 or maybe somewhat below.
s4real
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Posted: 21st Aug 2007 16:21 Edited at: 21st Aug 2007 16:22
@Goodman84 : Vishnu has a keyboard lock feature if you try and use to many keyboard combo's.(future release will not have this feature as its been replaced by a new protection system.)

There is a simple rescue key by just pressing ctrl then the f12 will work again.

To get your task manager back you need to run dist13 game again and then exit it and your taskmanager will be back or use the repair feature on this thread(Many thanks Inspire for putting that up.)

Best s4
Goodman84
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Posted: 21st Aug 2007 17:18
Thanks....I'm honestly not seeing that as a good protect feature tho rofl But ok Thanks any way repair worked. TY!

NOTE: Yea I pressed loads of buttons because I thought it froze....And then it really did lol.

hey
Inspire
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Posted: 21st Aug 2007 18:29
Quote: "Many thanks Inspire for putting that up."


No problem, man.

Jon Fletcher
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Posted: 22nd Aug 2007 19:08
Played the demo, really cool

unfortunately im not the brightest when it comes to strategic game and level design so i cant really offer much suggestions in that area, but the custom character, weapon and environment was brilliant

one extra thing i really liked was the radio communication, i cant remember it might have been butters in the credits, but how did you go about making this? do have some software with a sort of filter you run the sound through? I'd love to have a go with this effect and try it out on some levels

Disturbing 13
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Posted: 22nd Aug 2007 20:17 Edited at: 22nd Aug 2007 20:17
@ Jon- Thanks! I accually use a software called Morph Vox by Screaming Bee. It has many pre made voice types and you can also create your own. Plus you can morph existing wav files. http://www.screamingbee.com/
I've found it invaluuable.


RickV
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Posted: 23rd Aug 2007 10:59
Hi,

Can you please post your best shot into the TGC Gallery? We\'re really impressed with you game!

http://www.thegamecreators.com/?m=gallery_upload

Rick Vanner
Director
TGC Team

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Disturbing 13
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Posted: 23rd Aug 2007 14:27 Edited at: 6th Oct 2007 08:41
@RickV- Thanks! i'm fixing it up at the moment, and adding on to it, But I will post more shots as they come. I have one in the gallery right now, and I'll be happy to add more.


mastercheif 193
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Posted: 23rd Aug 2007 19:40
I played the demo and it was awsome, very good job.
Disturbing 13
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Posted: 24th Aug 2007 00:59
@mastercheif 193-Thanks! Glad you enjoyed


small fish
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Posted: 28th Aug 2007 15:30
DARN it my version didn’t work I tried to start it and the demo said I needed net framework2

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1273927
m man
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Posted: 28th Aug 2007 16:30
I liked it Disturbing 13 but i just had a few problems,

1. I kind of thought that the reloading animation was a little bit slow

2. Your characters went through the stairs not up it.

Thats just some minor stuff but otherwise that game was really awesome
ASTECH
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Posted: 28th Aug 2007 22:22
Nice progress.



Disturbing 13
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Posted: 29th Aug 2007 01:37
@small fish- That's odd, it's the first so far like that.

@m man- Thanks! and..
1.It is but there is a reason why it will be. It will be explained later(as well as a lack of clip),plus sounds need to be changed. By this time the player wil have a second weapon to compensate for reload times. Plus it adds paranoia.
2.I know it's already on the to do/fix list in the first post.

@ASTEK- Thanks! i'll be posting a pic of a new enemy model soon when complete. I figured I'de get all the chapter 1 enemies out of the way and it wil save me allot of time before I start work on the level building.


s4real
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Posted: 29th Aug 2007 05:27
@small fish vishnu needs net framework 2 to work, most apps today use net framework 2 so its best to install it so you don't have the problem with future app's.

best s4real
Disturbing 13
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Posted: 29th Aug 2007 08:20
@s4real-Cool thanks for jumping on top of that so quickly for me.


phil17
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Posted: 29th Aug 2007 15:04
So D13 where do you think you will have this game ready for commerical sale? Im really looking forward to it actually

Disturbing 13
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Posted: 29th Aug 2007 23:48
@phil17 -I'm working on completeing all the enemy models for the first chapter and work out bugs/sounds/ and features. Once that is done the first chapter will be available as a free download. if I don't find a publisher then I'll sell it myself, and do it in downloadable chapters. I may start doing that from now on.


phil17
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Posted: 30th Aug 2007 00:10
Excellent. Any previews of the new models coming up?

darimc
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Posted: 30th Aug 2007 01:28
I suggest you try to get it published first (like you said). It may do good against Legacy of Chtulu.(think that's how it spelled)
Quote: "if I don't find a publisher then I'll sell it myself, and do it in downloadable chapters. I may start doing that from now on."




Disturbing 13
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Posted: 30th Aug 2007 07:00 Edited at: 30th Aug 2007 13:16
@darimc- Well the first chapter will be the material the publisher gets as well as the design doc. So when that's done, we'll see what rout I get to take. As far as competition with Legacy of Cthulhu, They are 2 completely seperate animals. Legacy is a World War era Story driven Cosmic Horror Mystery, where as GraveDanger is more an Apocalyptic Mission based Action hero Adventure. Competion would be like pitting Indiana Jones against Dante'(from DMC);Ther'e 2 completely different genre's get where I'm coming from?

@phil17- Here is a quick scan of a rough sketch based on the Zomboy model. I call it a 'Gargant'.Note I havent run it through any programs to make it look all nice so this is just a rough mind you.



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djmaster
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Posted: 30th Aug 2007 10:20
with what program do you make all this?

Soldier of Fortune Episode 1
tyrano man
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Posted: 30th Aug 2007 10:56
Quote: "with what program do you make all this?"

He uses Milkshape.

Quote: "It may do good against Legacy of Chtulu.(think that's how it spelled)"

Probably not, as they had over like a $100,000 Budget

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.

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