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FPSC Classic Showcase / [LOCKED] [X9] [BOTB] Demon Sun

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creator of zombies
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 11th Jan 2009 21:32 Edited at: 9th Feb 2009 20:51

For More Info and Old screenshots, visit the V1 thread:http://forum.thegamecreators.com/?m=forum_view&t=136749&b=25


Developer: Creator of Zombies

Story

Demon Sun is based in a remote city, the victim of biological attack. Retired SAS officer Paul Baker is caught up within the chaos, the blast knocking him out.
Paul then awakes some hours later, lying in a abandoned office that was once the centre of a Goverment run chemical research plant. With no knowlage of the past events, Paul must uncover the truth. His only items, a scrap piece of paper with the words 'Demon Sun' scribbled on it. What is it?, and why was he given it?

Reviews

"The different gun is also an improvement, but I shot damn near all my rounds at the first or second scare...It dropped from nowhere! Great work man."-DarkFact

"Overall : 4/5 This is the scariest FPSC game i have ever played in my lifetime!"-nakidno

"Awesome it don't feels like an fpsc game. It feels like a profesional game that have been in develepment for like three years! It's freaking awesome!"-Seerzack

Background

While watching a horror film one night, I thought 'Why not gather all of the director's horror tips and designs, and create a FPS game". So, with this idea in mind, I purchesed over 10 horror DVD's off ebay, and began to create checklists of what techniques the director used to scare it's audience. But this wasn't enough, I needed further test material.
Next, I dug out all my old horror games from the PS1, PC etc, and began to play them. After many hours of playing and writing, I had composed a list of level design techniques, atmosphere creation tips, and pointers on sound placement.
Finally, I made contact with some mates who had first hand experience of level design and game creation (in C++..etc). They then gave me their advice, which I then added to my ever growing list.
Now that I had all the infomation I needed, it was time to start creating. After MANY re-designs of levels, and many texture alterations, I finally had the base for what I like to call..... DemonSun.

Current Demo's/ALPHA's

BOTB Demo:
http://www.filesco.com/download.php?id=7E243A021

DS ALPHA Tunnels Demo
http://www.badongo.com/file/12732411

Required Screenshot(s)



More to come!

CoZ8



s4real
Valued Member
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Posted: 11th Jan 2009 22:36
Great game like this project a lot, good work coz.

Best s4real

Ehetyz
12
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Joined: 26th Feb 2007
Location: The house by the cemetery
Posted: 11th Jan 2009 23:54
Alright, I finally got to test this one out. The original demo didn't work on my comp for some reason, but the new one does.

I'd been drooling about the shaders earlier already, but I was a bit worried on how they would affect the performance on low-end systems such as mine. The answer... not one bit. I think to me the frame rate was the single most impressive thing about the demo, as it was solid and smooth 33fps on my crappy comp. Made me a bit jealous, actually

The rest... Well, I think I'll just break it down to pros and cons;

Pros:
+The shaders, and the graphics overall
+The performance
+The jump scares were effective, which can be considered a huge compliment from a jaded horror buff like me.
+The FEAR styled camera angle distortion was surprising and awesome
+/- The soundtrack. On the plus side, the ambience and the FX were pretty effective

Cons:
+/- The soundtrack. Some of the sounds were cranked up way too loud, the "little girl" sound was out of place, and I could hear the looping of the ambient soundtrack, which killed some of the tension.
- The sight jacking... I kinda understand why use it, since it brings a kind of an Jaws/Halloween feel, but the way it was implemented wasn't very good IMHO.
-Some bugs, I got stuck into the scenery a few times etc. Standard FPSC stuff.

Overall this seems very promising, and has potential to be the best FPSC horror game to date. I'd suggest working on the soundscape a bit more, and at least eliminate the annoying looping effect.

Pain
FPSC Reloaded TGC Backer
12
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Location: Lake Orion, MI - USA
Posted: 12th Jan 2009 04:04 Edited at: 12th Jan 2009 05:04
im downloading the DS ALPHA Tunnels Demo and ill be back to give my con's with my system specs and how well every thing ran.

system specs:
core2dou 2.0 ghz
2gb ram
geforce gs8700
Vista

ok review:

+ ran great FPS
+ on sound effects and ambience.
+ on the custom media
+ good lighting

good camara effects. and good timeing with the sounds and the effects.

- on the doors opening towards the player instead of away like pushing it.. that bugs me

- on some minor glitches that FPSc has always had with collision
(like on first set of stairs, at the bottem there was n area were i had to crouch)

- durring the time when a sclum, would apear, I didn't like how it gave it away with the movie clip b4 it spawned. it kinda made it.. feel like it was pulling the player out of the actual game, It just didnt fit, It was good idea but it just doesnt fit in the scary game.

other than that I think its fantastic,

4/5 great game would recomend to be played!!



Pain

Me = noob

and i love The TGC : )
meteorite
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Joined: 19th Nov 2006
Location: The Capital Wasteland
Posted: 13th Jan 2009 00:46
Downloading now, I'll have to play w/ the settings since my graphics card is crap and doesnt even have pixel shader 2.0 as far as I have discovered


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
daarboven
12
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Joined: 20th Dec 2007
Location: right over there, see?
Posted: 13th Jan 2009 23:34
Couldn't play the BOTB demo- I think the game protection messed it up for vista.

The DSTunnels played well on my laptop with a nvidia 9600 and vista.
I liked the overall leveldesign and the soundscape. lighting was well done and the guiding was good, I never had the feeling to just stumble through a maze. What I disliked the most was the cutscene/attack thing. I want to be taken on ingame. Spawn them in front or behind me and let's go-movies take me out of the immersion immediately.

I am Jacks complete lack of surprise.
Replay the Master of Time
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Location: Everywhere at every given time
Posted: 20th Jan 2009 11:28
Quote: "Retired SAS officer Paul Baker is caught up within the chaos,..."

hehe i go to school with a kid named paul baker!!!

Cyborg ART
13
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 20th Jan 2009 19:31
Over all a good game, you have something here.
But you need to make it harder.

Pros:
-Good placement of objects
-Good atmosphere
-The cameraeffects (even if they just were weird , maybe you could had use that effect better, like when a mutant bites you the camera goes like that)
-That door wich just opened without warning
-Good idea with the half zombie guarding the key

Cons:
-Felt to simple I just walked the straight way to the end.
-Those "zombieviews", it was good the first time, when there were no zombie behind me, that one actually made me scarred since I didnt know what would come around the corner.
But then it just made it less scaryy since I knew that something would happen every time.

+ that I got stuck in every of those "low walls" wich you have to crouch to get under

I also found this little easter egg (see attached)
Its a swedish newspaper called "Västerbotten Kurriren"
"Threatnend under knife in school" or something...

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Cheese Cake
13
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 21st Jan 2009 13:08
Great game! I tested it out last day.

And the camera effects were really nice!
It gives you that extra phsycho feeling.

The pop-ups of those zombies were pretty cool!
But just the first time. After that, like BIG Viking Games said.
It wasnt scary anymore, since you knew something was going to get you.

The first time i actually got a bit scared. So that is a good thing!

Also the walls were you had to crouch underneath to get past them.
Those were to repetive. And! But thats just an FPSC bug.
Sometimes i got collision issues with them.


The level design was also nice! Lighting placement was very good.
But the level just like the walls was just a bit to repetive.
Maybe add some diversity in your level.
Like different wall textures, floor textures, entities maybe finally when you almost reach the end.
A whole new concept. Like you started to enter a different section of that building or cave.

Overal. Its looking very nice! Enemy placement was also very good.
(except for those pop-ups so that you knew when they were coming)
Lighting is good. Ambient music was also nice.
Camera effects were very nice. great job!

crispex
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Posted: 21st Jan 2009 22:31
Pros:

-Great graphics!
-Great lighting!

Cons:

-Rather boring levels.
-Too easy.
-Lag in areas with larger amounts of entities.

Temporarly away from the Phoenix Sentry.
creator of zombies
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Location: UK: West Wales
Posted: 23rd Jan 2009 22:50
Thanks for the reviews Everyone. Im currently tweaking my HDR Shader within Demon Sun. I am hosting A scottish Burns Night party tomorrow, so you probably wont get any shots got the best part of saturday, but stay tuned all the same!!...I shall have some brand new shots up soon!

your CoZ



creator of zombies
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Location: UK: West Wales
Posted: 24th Jan 2009 18:08
Some good news for you all. Im Now running a Private Mod by s4real that allows completely uncapped framerate and a complete timer based system. I Got The Following Benchmarks on the now Tweaked abandoned tunnels level:
Min FPS: 76fps
Average FPS: 95fps
Maximum FPS: 101fps


These are just here to show you the performance on the DS Engine

CoZ




Strelok
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Location: In your cupboard.
Posted: 24th Jan 2009 22:28
The game is very nice ! I think the most "bugs" have already been told.
Can't wait to see an example of the HDR shader !


Aertic
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 25th Jan 2009 14:45
Quote: "Min FPS: 76fps
Average FPS: 95fps
Maximum FPS: 101fps"

Specifications?


"Your greatest teacher is your harshest critic"-'Butterfingers'
creator of zombies
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Location: UK: West Wales
Posted: 25th Jan 2009 15:05
@Matuka: AMD 5200+ X2 @ 2.6Ghz
4GB DDR2 Geil Low latency Ram
BFG 8800GTS 320MB OC Edition

Stay tuned For more updates very soon!

CoZ



creator of zombies
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Location: UK: West Wales
Posted: 25th Jan 2009 22:21
Here are 2 WIP Shots from the Construction Chambers. As stated, the lighting etc is still WIP:


Please Leave Feedback

CoZ



dumpus
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Location: Canada, eh?
Posted: 26th Jan 2009 00:58
Looks pretty nice. I especially like the zombie in the first screen. Entity placement is very well done.

*This post will self-destruct in 10 seconds.*
Benjamin
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Posted: 26th Jan 2009 10:29
I can't see anything in those last two screenshots, just a couple of lights?

Indy Dude
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Posted: 26th Jan 2009 21:58 Edited at: 26th Jan 2009 21:59
Hey CoZ, can I have permission to hack this game. I am practicing ethical hacking where I take things hack them to make them better protected. I need your permission first. I understand if you say no though.
s4real
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Posted: 26th Jan 2009 23:03
@ Indy Dude : Not sure what you going to hack as the game has not been protected unless you mean the botb first level.

Best s4real

creator of zombies
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 26th Jan 2009 23:20
@Benjamin: Some of my screenshots come out darker than they actually are. It's lighter in game

[To All A quick shader test showing One of my newly modified shaders on Bond 1's New characters. He should fit in quite nicely after a retexture;


Feedback welcome

Stay Tuned

CoZ



Fuzz
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Location: Tasmania, Australia
Posted: 27th Jan 2009 02:51
Very cool Coz

Indy Dude
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Posted: 27th Jan 2009 02:53
@s4real: I would be trying to hack textures, models, etc. trying to protect indie gamers from piracy.
creator of zombies
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Location: UK: West Wales
Posted: 27th Jan 2009 22:26
Hey Guys!
@Fuzz: Thanks
@Indy Dude: My Latest upload was not protected by any sort of program etc due to lack of time, So Im not sure what could be "hacked" so to speak. I am ususally for agreeing for people to find new ways to to protect their games, and explore new methods etc..., but I'm not sure how "hacking" my game will help apart from giving you complete access to all my media...

Here are 2 more WIP Shots for your digestion [From the Construction Chambers]




Feedback welcomed

CoZ



Indy Dude
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Posted: 28th Jan 2009 03:16
I know CoZ I probably wouldn't trust someone if I was you but I was talking about botb first level. I am sure that most of the people here would back you if I used any of your media. I know I can't just tell you and expect you to give in but I need something to get Indie Protection Society off the ground sort of. Just say no if you don't want me to. I don't want to keep spamming this forum.
Robert F
User Banned
Posted: 28th Jan 2009 03:34
I dont really like the shader on bond's model. Its to shiny.. In my opinion. Is he wearing rubber pants?


creator of zombies
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Posted: 28th Jan 2009 08:48
@Indy Dude@ Okay, Sure go for it

@Robert F:
Quote: "Its to shiny.. In my opinion. Is he wearing rubber pants?"

Haha!, No Not quite. As a matter of fact, I share the shame opinion as you on the shiny aspect, but after speaking to a few guys, the general opinion is that It looks more "Next Gen" than Bond1's shader....but what do the rest of you think about this?

More updates to come

CoZ



maras220
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Posted: 28th Jan 2009 10:23
I think that your shader looks good, in this screenshot it is too shiny but in gameplay propobly it looks better but i am not sure.

http://www.youtube.com/watch?v=-8UBh7IY828 private war trailer
Indy Dude
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Posted: 28th Jan 2009 13:57
thanks man, By the way great textures.
KeithC
Senior Moderator
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Location: Michigan
Posted: 28th Jan 2009 17:57
Quote: "the general opinion is that It looks more "Next Gen" than Bond1's shader....but what do the rest of you think about this?
"

I think you've got to pay less attention to what "looks good", and more attention to what "looks realistic". Most fibers used in making pants don't shine (especially ones that are covered in dirt from being the undead). Some parts can shine (such as the belt buckle), but don't over-do it.

-Keith

crispex
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Posted: 29th Jan 2009 04:13
Yes, it might look good, but to be honest, you're loosing focus of storyline, and focusing too much on making it look good. Much like with GTA IV, it looks great, and is fun online, but the main storyline is painfully boring.

Temporarly away from the Phoenix Sentry.
creator of zombies
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Posted: 29th Jan 2009 08:39 Edited at: 29th Jan 2009 08:40
@KeithC: Good Point. I shall be making the appripriate changes

@crispex:
Quote: "you're loosing focus of storyline,"

I actually have a full storyline script all told by cutscene's etc (Im Just not showing you any of that)

Stay tuned

CoZ



NIK
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Posted: 29th Jan 2009 09:51
I agree the zombie does look a bit too blang blang. Other than that looks great.

Puff Puff Pass
creator of zombies
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Posted: 30th Jan 2009 20:08
Okay Guys, No Problem. I have now altered the shader to be less shiny and rubbery on the eyes. Expect some more shots sometime tomorrow...anyway, Im off to Hit the local bar now

Stay Tuned

CoZ



CoffeeGrunt
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Posted: 30th Jan 2009 21:54
Yeah, the Zed is too shiny, it sticks out badly in that setting...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Indy Dude
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Posted: 30th Jan 2009 23:38
He looks like rubber. I'm sure you'll get it fixed though.
Mazz426
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Posted: 31st Jan 2009 14:36
i think it dosnt look that bad the characters animation i think fits in with the shader, he looks like hes died in a gutter which works but i guess it does make him look like a latex zombie, what a conundrum...

gamer for life
jojjan
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Posted: 1st Feb 2009 16:39
cool game i like those characters
creator of zombies
14
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Location: UK: West Wales
Posted: 3rd Feb 2009 11:48
Hi Guys,
I broke my thumb yesterday so I wont be up for any game dev for about a week due to my arm and hand being in a splint and a sling. On a Happier note, I am pleased to report that my DS BOTB Demo has recieved 1179 downloads since it's upload, which is great news for me and the team.

Stay tuned

CoZ



Cheese Cake
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Location: At the bakery
Posted: 5th Feb 2009 23:53 Edited at: 5th Feb 2009 23:54
Hey creator of zombies i have send you a mail please reply.

---EDIT---
Its probably about a week or 2 ago.

Mazz426
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Posted: 6th Feb 2009 19:16
i just wanted to ask have you increased the lightmap quilty from the origional 10 because if you havent it will make your game look that bit better even though it already looks amazing

gamer for life
creator of zombies
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Posted: 6th Feb 2009 19:43
@ Cheese Cake: You are welcome to those models. Ill get them to you as soon as I can

@Mazz426: Indeed I have!. I think Im currently using 80% quality lightmapping with 1024 lightmap texture size for smooth crisp shadows

Stay Tuned

CoZ



creator of zombies
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Location: UK: West Wales
Posted: 8th Feb 2009 15:45
Hey all!
A quick screenshot showing one of the shadermapped weapons in the DS enviroment. In my opinion, my newly applied weapon shader really gives the weapons a realistic shine when held under a light etc... This took alot of work to get working properly. You can see in the below shot the light glistening down the side of the gun, and the metalic/gloss shine down the barrell of the weapon, but this shader comes into its own during the reload animations..They look friggen sweet on the machineguns etc!

Please leave feedback

CoZ



Mazz426
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Posted: 8th Feb 2009 19:26
the combinations of that shader and errant's realistic models make it look like COD4

gamer for life
creator of zombies
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Location: UK: West Wales
Posted: 8th Feb 2009 20:02
@Mazz426: Wow!, thanks!

As a side note, Check out my BIG Febuary Horror contest thread in the FPSC Chat boards everyone

Stay tuned

CoZ



s4real
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Posted: 8th Feb 2009 20:37
The shader looks cool shame fpsc screen shots look so much darker than they are.

Nice work there Coz

Best s4real

creator of zombies
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Posted: 8th Feb 2009 21:09
@S4Real: Thanks

2 More quick shots showing a better view of the weapon shader. The rifle was half way through the reload animation thus not being able to see the hand.



Feedback again welcome

CoZ



creator of zombies
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Location: UK: West Wales
Posted: 9th Feb 2009 20:12 Edited at: 9th Feb 2009 20:53
More shots coming tonight hopefully guys, Just getting some paralax mapping working on some stuff, along with motion blur

Stay tuned

CoZ

EDIT: New Signiature Test



Mazz426
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Posted: 9th Feb 2009 21:16
very nice sig

does your shader contain depth of field because that would do it even more justice

gamer for life
creator of zombies
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Posted: 9th Feb 2009 21:44
Quote: "does your shader contain depth of field"

It does Indeed!

CoZ



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