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FPSC Classic Work In Progress / Parasite Quarantine

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Ehetyz
17
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Joined: 26th Feb 2007
Location: The house by the cemetery
Posted: 17th Feb 2008 16:46
And a row of images from level 3, showing the morgue/maintenance area.

Crit/feedback plz.



-Astek Games Developer-

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Ehetyz
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Location: The house by the cemetery
Posted: 17th Feb 2008 19:49
Time for some rust and crap. Maintenance tunnels rooms, that is!

Silly green room gets turned into something totally different;



-Astek Games Developer-

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Ehetyz
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Posted: 17th Feb 2008 19:53
And a row of images from said maintenance tunnels...

Doesn't anyone really have anything to say?



-Astek Games Developer-

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Inspire
17
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Location: Rochester, NY
Posted: 17th Feb 2008 19:56
I don't think any of the screenshots with the green lights look good, but the other ones with the rust-colored lighting look fantastic.

Ehetyz
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Posted: 17th Feb 2008 19:59
You mean the old ones or the new ones with faint greens?

Those old ones won't be seen... They do suck, that's why I'm redoing them



-Astek Games Developer-
Fuzz
17
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Location: Tasmania, Australia
Posted: 18th Feb 2008 10:04
nice screens Ehetyz

DARKEST NIGHTMARE
coming 2008
Juzi
17
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Location: Finland
Posted: 18th Feb 2008 10:38
Man, those non green screens look almost photorealistic. Very nice job.

http://koti.mbnet.fi/teora/intersoft/
Ehetyz
17
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Location: The house by the cemetery
Posted: 20th Feb 2008 18:25
New stuff coming!
I expanded my "reworking" from levels 1-3 to other levels as well, ones I'm not satisfied that is.
So, here's a shot of how the level 7 generator room just changed.



-Astek Games Developer-

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Juzi
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Location: Finland
Posted: 20th Feb 2008 21:09
Oh man. How can you make one single generator room look so fantastic

http://koti.mbnet.fi/teora/intersoft/
Butt monkey
17
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Location: Scotland
Posted: 20th Feb 2008 21:20
Immensity...

This is what a stock game SHOULD be like.


Spartans! Ready your breakfast and eat hearty... For tonight, we dine in Hell!
Ehetyz
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Location: The house by the cemetery
Posted: 20th Feb 2008 21:28

Funny, I myself think the generator room pics aren't very good I mean, it was a pain in the butt to get any decent pics of the room because it's huge and filled with pipes and stuff, and there's a huge scaffold/construction thing in the middle... Hard to explain, but it looks better in motion than in the pics

Here's a row of images from the reworked level 9, which is the office area with cubicles and stuff...
So, the first one is just kind of atmosphere shot and then two pics with MP9 guns...



-Astek Games Developer-

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Butt monkey
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Posted: 20th Feb 2008 21:56
I tried very very hard to find something to crit but i really don't see anything.

Except in the 2nd of the row pics, is the light to the left balancing on its head?


Spartans! Ready your breakfast and eat hearty... For tonight, we dine in Hell!
Ehetyz
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Location: The house by the cemetery
Posted: 20th Feb 2008 22:23
Quote: "Except in the 2nd of the row pics, is the light to the left balancing on its head?"


Whoops! Seems to be. Good thing you noticed



-Astek Games Developer-
ASTECH
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Posted: 21st Feb 2008 02:49
Ace work Ehetyz! Compile a game with your best levels together and let me do some testing!

Astek


Make the move to indiegamedev.net today! We're the fairest around!
Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 23rd Feb 2008 23:07 Edited at: 14th Mar 2008 04:28
....nice work.

Is it that dark during gameplay?

ARE YOU A LONE WOLF? CLICK BELOW TO JOIN THE PACK.

Ehetyz
17
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Location: The house by the cemetery
Posted: 24th Feb 2008 10:03
Seth:
Yeah, it is, ambience 0.
Though it's not too dark when you actually play it. In the cropped up images the white background of the web browser makes an illusion that the images are darker than they really are (normal function of human eye) When actually playing it fullscreen, it's not overly dark.



-Astek Games Developer-
Ehetyz
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Location: The house by the cemetery
Posted: 24th Feb 2008 18:09
Progress!
Started working on level 15 today, an armory level, which ends with some rusty maintenance area stuff. Here's a row of images...

Crit pls.



-Astek Games Developer-

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Orrion Carn
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Location: Sandpoint, Idaho
Posted: 28th Feb 2008 23:17
This is looking good.



Click here to see my showcase.
Ehetyz
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Location: The house by the cemetery
Posted: 2nd Mar 2008 21:25
@Orrion Carn: Thanks

Been away for a while again, I continued level 15 today. It'll probably be finished today. Here's a few images...



-Astek Games Developer-

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Ehetyz
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Location: The house by the cemetery
Posted: 9th Mar 2008 20:03
Finished level 15. Got to work on level 16. With a hangover.

It's essentially a long maintenance corridor with some key hunt quests etc...
Here's a few pics.



-Astek Games Developer-

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ASTECH
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Posted: 9th Mar 2008 20:16
Hey, when you going to upload that demo for everyone?

Astek


Make the move to indiegamedev.net today! We're the fairest around! -EFX 1.5 Official Tester-
Ehetyz
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Posted: 9th Mar 2008 20:30
Damn, good question.
I could start working on that right away. I still have to do the hands retexture and menu/loading screens before releasing it.



-Astek Games Developer-
ASTECH
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Posted: 9th Mar 2008 20:35
Hey, how about you just trash the hands on the axe? You
can change them to not show up you know? It would still look alright.
I know, I've done it before.

Astek


Make the move to indiegamedev.net today! We're the fairest around! -EFX 1.5 Official Tester-
Ehetyz
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Posted: 9th Mar 2008 20:44
Nah, already did the texturing Didn't take long.
Now I just need to do those loading screens.



-Astek Games Developer-
ASTECH
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Posted: 9th Mar 2008 20:44
Alrighty! I should be releasing my demo as well!

Astek


Make the move to indiegamedev.net today! We're the fairest around! -EFX 1.5 Official Tester-
Ehetyz
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Location: The house by the cemetery
Posted: 10th Mar 2008 21:41 Edited at: 10th Mar 2008 22:04
PARASITE QUARANTINE DEMO ONLINE

It's 240mb, three levels, which are levels 6-9 in the final game.

Here's the link:
http://trproductions.net/parasitequarantine/media/PARAQpublicbeta.rar

And I can't stress this enough; play it in a dark room with headphones or 5.1. Really, if you play it in the middle of the day with computer speakers, it's nothing but waste. You'll miss out 90% of the sound design and all of the suspense.
And another tip; snoop around, explore. The levels have an open structure and multiple paths and solutions. Also, reading the messages on the computer terminals helps greatly to solve the levels.
That's all folks, download and enjoy!

Oh yeah, and I don't want to be put on post moderation, so a warning;
Mature content
Contains some gory images and strong language. Not recommended for children.



-Astek Games Developer-
Endless Fps Team
17
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Joined: 25th Jul 2007
Location: At home...
Posted: 11th Mar 2008 03:17
Hey i will play it tonight for sure!! Thanks Ehetyz!! Ive been waiting for this for a long time... Why the 3 last levels tho? If you dont mind telling me...

Search Disturbing Silence... In FPSC SHOWCASE For more...
Ehetyz
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Location: The house by the cemetery
Posted: 11th Mar 2008 10:11
Hehe, definitely not 3 last levels, it's 3 levels from the middle. The full game has 22 levels.
I just thought that levels from the middle where you have some weaponry and stuff would be more interesting than the first levels...



-Astek Games Developer-
Butt monkey
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Location: Scotland
Posted: 11th Mar 2008 18:16
I'll be playing this soon : D I'm scared of what I will find though ;S


Spartans! Ready your breakfast and eat hearty... For tonight, we dine in Hell!
Kilgore
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Location: Chad Valley
Posted: 11th Mar 2008 20:47
I've started playing this and it's looking good. Getting quite a lot of lag in places, but I'm using a fairly mid/low spec machine. FPSC stuff usually runs OK though.

Is it set in the near future? If so, I find it very frightening that we'll STILL be using Outlook and IE! Just kidding. Good work.
Ehetyz
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Location: The house by the cemetery
Posted: 11th Mar 2008 21:08
Using outlook in the future, now THAT's scary!
But no, it's not far future, I mean in in the emails you can see that they're dated at september 2008.
If it's not too much trouble, could you post your PC specs to the thread? I'm running on low-end computer, but on my PC the framerates stay between 22 and 32...



-Astek Games Developer-
Butt monkey
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Location: Scotland
Posted: 11th Mar 2008 21:24
Been playing it for a minute and already freaked out. The SFX really add to it I'll leave a full review if i'm brave enough to go on.


Spartans! Ready your breakfast and eat hearty... For tonight, we dine in Hell!
Accoun
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Location: The other end of the galaxy...
Posted: 11th Mar 2008 21:45 Edited at: 11th Mar 2008 21:45
Quote: "I'm running on low-end computer, but on my PC the framerates stay between 22 and 32...
"

So what is your low-end PC? (I don't know if there's a reason to download it because it may not work on my crappy PC)

Make games, not war.
Ehetyz
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Location: The house by the cemetery
Posted: 11th Mar 2008 21:54 Edited at: 11th Mar 2008 21:58
Well I've built and tested this with the following rig:

Amd Athlon 64 (1ghz)
1gb RAM
Geforce 7300 LE (About as useful as a geforce 2 when it comes to gaming)

Though now I have 3gb RAM since I couldn't build more than 4-level games with 1gb.

One thing that tells quite a bit about GE7300 LE is that if I have a Model pack 9 or 10 weapon in my hand, the framerate drops about 3-5 frames, even if I was looking at a blank wall. It's a terrible graphics card.



-Astek Games Developer-
Kilgore
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Location: Chad Valley
Posted: 11th Mar 2008 21:56
The PC I've been playing on is a P4 3.4 single core, Radeon x1650 512mb, and 2gb RAM.

Generally, it runs OK, but there are a few hot spots where the frame rate seems to drop dramatically. One example is the the first right turn as you start the level. When I face the door with the red lighting. Another is through the exit door up to the top of the gantry stairs. Again, when I reach the door at the top the frame rate drops considerably.

@Accoun - I think it's worth a try because mostly it runs pretty well even with my spec...and it's quality.
Ehetyz
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Location: The house by the cemetery
Posted: 11th Mar 2008 22:00 Edited at: 11th Mar 2008 22:03
Ok, Kilgore, those two are fake doors and I think I know what the problem there is.
Good thing is, you just spotted two polyleaks I missed myself Now I just gotta patch them up.

Explanation: There are several "things" I've noticed causing polyleaks in the game... Fake doors seem to do that from time to time, the easiest way to solve a leak area is to surround it with walls outside the level geometry. Kinda like a double cover. That'll stop the "leak". It's the same thing with ventilation shafts and stairways...



-Astek Games Developer-
Endless Fps Team
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Location: At home...
Posted: 12th Mar 2008 03:13
Haha nice... I didnt get to play it as i said... But ill leave review sometime tomorrow... Here are my system specs... IT SHOULD RUN PERFECT WITH MY MACHINE!! LOLZ

System Specs...
3 Gig Ram...
Vista OS
Geforce Nvidia 8800 GTS 640 MB...

All should run with 38 FPS Through out game play... Will leave review when done...

Search Disturbing Silence... In FPSC SHOWCASE For more...
Butt monkey
17
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Location: Scotland
Posted: 13th Mar 2008 00:24
My review:


Music: First time I opened the game I got absolutely freaked by the audio to the point that I couldn't really go on. It was really excellent ambience. I've been gaming for many years but I'm not a massive fan of the horror genre so horror fans will find me a bit cowardly but I eventually pushed myself onwards.

Level design: The first level was good although there was some collisions and laggy spots (I'm running a high end computer). Overall though, it was pretty good, entites placed well etc.

Lighting: Personally thought it was far too dark. Although dark corners etc are good and all for enemies to sneak up on you, I found it really annoying that I had to walk into complete darkness backwards to see if I was actually hitting a wall or not. ;S I think you need to up the lighting a bit, nothing seemed solid which was especially noticable in level 2.

Enemies: The first enemy I encountered I couldn't see. No idea why, i was standing in the middle of a corridor getting hit constantly. I thought i was perhaps getting hit by projectiles, but eventually after I had died once I saw him in a side room. Overall enemy placement was good though.

Level 2: I never finished this level. I thought it was very much like the previous only much bigger. I found myself in vents quite often but becuase of the darkness of the rooms I didn't have a clue where I was going. The vents had bright lights in them and this was very much a relief. :s I got stuck on a round table, took me a minute to work myself off of it ^^. When I was on the gantries all i could see was black below me. I assumed you could perhaps walk along the bottom, but obviously found out that all that was down there was death. Mabye you could signpost it more clearly. Like, have a sign saying: "DANGER! Stay on walkway at all times."

Anyway. I think your lighting is your primary concern. Perhaps levels should be more story driven with triggered events etc to help you on your way. When I entered the second level I just got completely disorientated by the many different routes. And the fact that many of the rooms looked the same (They were all too dark) annoyed me a bit.

Sound: 10/10 - Brilliant!

Level Design: 7/10 - Just a little more variety would be nice!

Lighting: 6/10 - This would be bumped up to a much higher score if it were a little lighter.

Triggers/story: 6/10 - The computer screens were a nice touch, but for a 22 level game I think more story events would be nice.


Spartans! Ready your breakfast and eat hearty... For tonight, we dine in Hell!
starmind 001
FPSC Reloaded Backer
17
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Posted: 13th Mar 2008 02:21
I thought this game was Great. I only had two problems with it
the framerate
the complete darkness
Overall I love it. Might I suggest a flashlight instead of changing all the lighting. I think it would add to what you have. Sorta a silent hill type feel. The sound was great. Didn't finish it, but I will. Keep up the great work!! Something to keep you going.

Ehetyz
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Location: The house by the cemetery
Posted: 13th Mar 2008 13:06
Thanks for the comments

The darkness and framerates are something I'm still going to work on. The framerate problems are due to polyleaks, and I'm constantly searching and patching them up. The darkness... well, I agree the demo level have spots that are too dark, that's something I'm working on also.
As for a flashlight, I don't think there's a proper flashlight for FPSC, I mean a dynamic one that would work like in Doom 3, there are these hud-cheat-things, but I don't find them very attractive.

I might make a patched up demo at some point, in which those two parts will be addressed.

As for the variety, the third level in the demo is completely different compared to the first two. So there's variety alright.
Story triggers, well, the demo lacks the FMV scenes, which will tell large parts of the story in the full version.

That round table thing bugs me too. I'll probably try to find some other table object to replace it.



-Astek Games Developer-
Seth Black
FPSC Reloaded TGC Backer
19
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Location: Pittsburgh, PA
Posted: 14th Mar 2008 04:30
...I'll DL this, and take it for a spin.

I'll post C & C, regarding my game experience.

ARE YOU A LONE WOLF? CLICK BELOW TO JOIN THE PACK.

Ehetyz
17
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Location: The house by the cemetery
Posted: 15th Mar 2008 16:08
Replaced the demo with an updated version.
http://trproductions.net/parasitequarantine/media/PARAQpublicbeta.rar

Changes:
-Fixed polyleaks from the first level, now runs on my comp at a constant rate of over 22fps, which, considering my system, is pretty good. No more framerate problems.
-Added more lights to certain spots, making the areas easier to navigate. There's still dark spots, but especially the level 2 platform jumping puzzles are a lot easier to comprehend now.
-Fixed the bugs in level 2 control room (the key is now visible on the table and the table was changed, so the player won't get stuck anymore)

So try it out & keep the crit coming.



-Astek Games Developer-
Ehetyz
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Location: The house by the cemetery
Posted: 24th Mar 2008 19:24
Progress!
Got around to work on level 16 some more, here's a few pics.
First pic, maintenance corridor and a janitor's office.



-Astek Games Developer-

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Ehetyz
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Location: The house by the cemetery
Posted: 24th Mar 2008 19:25
And second, two images of a WIP hallway with just lighting and geometry. I just really dug the "neverending corridor" -look.



-Astek Games Developer-

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Ehetyz
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Posted: 24th Mar 2008 23:25
Aaand images of the same hallway, with objects in place and lightmap quality at 80.



-Astek Games Developer-

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A13X
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Location: Sydney NSW
Posted: 27th Mar 2008 08:43
Very nice, 10/10

Looking great Ehetyz, keep it up buddy!

Joerock
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Location: New York
Posted: 28th Mar 2008 03:21
After watching the trailer, this reminds me of the Movie "Clover Field" idk if anyone else mentioned this, but to me it reminds me of it, why? because the parasites in that movie when they bite you, your stomach blows up, just like that guy in your trailer said "Looks like his stomach blew up, or something clawed its way out"

Anyways, awesome game man, keep the good work up.

Hostile Combat.
ASTECH
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Posted: 30th Mar 2008 21:32
Eheytz... I'm having some trouble trying to think up
what you might want for the final setting in the game.
If you can, email me with some ideas you might have or whatever.
I'm trying to get a little better idea by playing some games though.

Astek

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Windragon
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Posted: 15th Apr 2008 18:04
Wow! Your game is awesome!

Btw...what program do you use in music making?
lllstrikesmember 2
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Posted: 28th Apr 2008 04:47
i was realy happy to get to play the demo but when i started it the level was all messed up
i could see the skybox coming through the walls and the floor was a wird color : (

what can i do to fix this????

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