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FPSC Classic Work In Progress / The Environments of Shatterpoint 2: Blood storm

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2 Rogues
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Posted: 31st Oct 2009 07:45 Edited at: 31st Oct 2009 07:55
Hi all, as some of you know, the Rogue Design Team has not been on the WIP board advertising for a game in a while. That is because we have been working on a large scale project which is still far from finished. I started working on many textures for the project:
game is Shatterpoint 2: Blood Storm, which takes some of the design style from the first production and merges it with a much darker style. The game plays off the story of Shatterpoint: Blood Dawn, which as far as we know, will be remade after the release of this production.

Story: After crushing the Iron Martyrs in a stunning defeat and stealing General Barick's transport, you use the information you've stolen to unlock the data files of the Vortex, a huge areal factory and operations center which is used for the transportation of troops and heavy armor into your country. You discover that one of the Alpha Commander AIs on the Vortex called RAM has mutinied and is scheduled for deactivation because of his crime. This makes your mission easier as you can rescue him and convince him and his entire division to fight with you. When you arrive at the Vortex, it's too late, RAM has already been deactivated. But RAM was not the only one who mutinied.....................

That is as brief as the story can get.

Now, we are very in need of volunteers as this project is going very slowly.
If you are interested in volunteering for any of these jobs, please let us know at dosrogues@gmail.com


1.) Backup Modeler
2.) Scripter
3.) Character Developer
4.) Weapon Developer

Maybe more to come........

Screenshots:

objects.

This is an image of the very grungy service core which is full of puzzles.



This is an image of the indoor city which you must venture through in order to arrive at the maintenance level.



This is an image of the maintenance level which is a more sophisticated looking grungy.



A shot of the central maintenance area (looking a bit empty, I think I'll make some more stuff)



Another shot of the maintenance level near the end.


Please enjoy!
Naruto 4 evr!!!!!!!!!
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Posted: 31st Oct 2009 08:30
Wooooooooooooooooo, How did you do that! It's like just as my cool game gets popular, yuo come and beat it. I can't find that stuff in my entity menu anywhere!
DonWON
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Posted: 31st Oct 2009 08:39
O so pretty

Cant wait to play this myself. To much time modeling and not enough for fun... yet

We may have to wait to release until Bond1 get those shaders out. That would turn this game inside out!


2 Rogues
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Posted: 31st Oct 2009 08:46 Edited at: 31st Oct 2009 08:49
Don Won is a very hardworking member of the Rogue Design Team. He models/uv maps for this project.
Zay333
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Posted: 31st Oct 2009 15:06
This is amazing!
You guys really took FPSC to the next level.
Well done!

What you see isn't always real....
General Jackson
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Posted: 31st Oct 2009 20:10
Quote: " I can't find that stuff in my entity menu anywhere! "

Thats because his team made that stuff.

teamhalo
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Posted: 31st Oct 2009 20:13
It could use some overlays, maybe some papers and stuff. More entities as well. Good work otherwise.


-tony

General Jackson
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Posted: 31st Oct 2009 20:17
Fixed that for ya.

Quote: "[advertising voice]It could use some overlays, maybe some papers and stuff.[/advertising voice]"



2 Rogues
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Posted: 31st Oct 2009 20:28 Edited at: 31st Oct 2009 20:32
Quote: "It could use some overlays"

If you look closely, we have developed many overlays just for this game. We have ripped cardboard, paper, scattered fragments, caution lines, white caution lines, white road lines, crosswalk lines, spilled oil, splatters, and directional arrows. You can see these in most of the screens.
Quote: "More entities as well"

That depends on how fast things are modeled.

Quote: "Thats because his team made that stuff"

Yes, we have a 100% custom media library.

Quote: "This is amazing!
You guys really took FPSC to the next level.
Well done!
"


Thank you very much!

I'll try to get more screens soon.
Ekipshi
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Posted: 31st Oct 2009 21:02
Whoa! Amazing stuff dude! Great custom media and textures, you guys have done a real swell job on this. Keep it up, we'll be looking forward to this when it comes out.

Asteric
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Posted: 31st Oct 2009 21:16
Looks nice, however i am not liking the over grunged textures to be honest, i would ease up on the grunge.

DonWON
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Posted: 31st Oct 2009 21:25
What types of models would you guys like to see in this game?

Anything to please the player is good for the game so please let us know what you want, like, and dislike.


2 Rogues
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Posted: 31st Oct 2009 21:45 Edited at: 31st Oct 2009 21:51
These images are only a small section of the game. It's a maintenance area, It's grungy.
If you want a screen of an un-grungy area, I can only give you an incomplete shot of the executive area for now, but there are more non-grungy areas, but they're far more incomplete than this one.


Enjoy!
Asteric
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Posted: 31st Oct 2009 22:30
Its the second shot im not liking, the curved things look somewhat unrealistic, but im loving the rest, keep us posted.

mgarand
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Posted: 31st Oct 2009 23:43
love it, unique!! i like you make your own models. hope to see more



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
2 Rogues
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Posted: 1st Nov 2009 01:41
Quote: "love it, unique!! i like you make your own models. hope to see more"


Thank you very much, we don't only make our own models, we make our own everything.
2 Rogues
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Posted: 1st Nov 2009 01:59 Edited at: 1st Nov 2009 02:18
Screenshots from sector 156 (city level 3)

The vortex contains many city blocks. There is one you must venture through.

You make your way on to the streets:


You enter the abandoned and ransacked cyber cafe:


You view the streets from the cyber cafe:


The lights on the caution barriers blink red randomly. (all custom decals too)

Enjoy!
Ekipshi
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Posted: 1st Nov 2009 03:09
Wow! No questions asked give this a BOTB Wish I had a team like this Those new shots are fantastic! I sincerely hope you get a demo of this out soon, keep it up all of you.

teamhalo
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Posted: 1st Nov 2009 06:08
I have to say you guys must have mastered fpscreator, looks nothing like it, at all.

Nothing I could ever do with this engine.

Coach Shogun 20
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Posted: 1st Nov 2009 06:26
This looks great. I think this has a chance for BOTB, if you guys work hard on the gameplay.

Plystire
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Posted: 1st Nov 2009 12:58
The levels certainly look nice, but am I the only one who feels that everything has that "this is just a training level" look to it? The yellow and black stripes are way overdone in many of the areas. I think you should ease up a bit on those.

Looking good so far, though.


The one and only,


Metal Devil123
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Posted: 1st Nov 2009 15:25
That looks very nice! but what about the 1st Shatterpoint. What happened to that? Or is it here. It's sad if I have missed it...


Can you survive from the horrors of the hidden land Occulo?
2 Rogues
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Posted: 1st Nov 2009 19:00 Edited at: 1st Nov 2009 19:04
Thank you all! Thank you very much!

To Metal Devil 123:
The first Shatterpoint was never released and will be remade after the release of Shatterpoint 2.

To all the people with nothing but comments:
Your support is very encouraging! Thank you!

To Plystire:
Thank you for your comments, I'll see what I can do about your problem.

To Ekipshi:
Thank you for your comments, but there will not be a demo released anytime soon. As you can see, there are no enemies or weapons in these screenshots because we have not finished them yet. We only have a two man design team for now. But if you want, we are always eager to accept members into our design team, so some extra support would help the game done faster.

Thank you all again!
Hughes1994
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Posted: 1st Nov 2009 19:16
This game looks well good, keep up the work
I will defiantly be playing this game.

Hughes
Ekipshi
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Posted: 1st Nov 2009 19:31
Quote: "But if you want, we are always eager to accept members into our design team, so some extra support would help the game done faster.
"
I would offer my services as a graphics artist, but it seems you 2 have already got that role pinned down

Quote: "As you can see, there are no enemies or weapons in these screenshots"
Well those aren't necessary for a demo but I see your point, I hope then that everything is working out for you guys, because this looks outstanding!

Quote: ""this is just a training level" look to it?"
I don't honestly get that feeling from this, but I will agree that the the Yellow-Black caution stripes are overused.

DonWON
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Posted: 1st Nov 2009 19:59
What we really need is a guy who can rig and animate.

Thanks to all and I hope to get some guns made soon but rigging and animation is kickin me bum bum


Plystire
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Posted: 1st Nov 2009 20:27
I may not be an artist, but I find rigging and animating to go far quicker for me than modeling/UVMapping/Texturing

If you have some weapons you need animated, feel free to give me a shout. I need some practice anyway.


The one and only,


CoffeeGrunt
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Posted: 1st Nov 2009 20:37
Plystire! In the Works in Progress board! My god!

Violence isn't the answer, it's the question...
DonWON
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Posted: 1st Nov 2009 21:09
@Ply, It would be an honor to use your skills in any way we can. Thanks and email sent.


Plystire
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Posted: 1st Nov 2009 22:05
Waiting on what should be one more email from you in order to get started.

I've a couple hours of free time today (in-between packing up halloween decor) so we'll see how much I can get done.


The one and only,


DonWON
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Posted: 1st Nov 2009 22:17
Thanks again. Have fun with packing, its always my favorite


2 Rogues
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Posted: 2nd Nov 2009 00:20
Thank you plystire, you don't know how much this means to us!
2 Rogues
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Posted: 2nd Nov 2009 23:18
Allright, we will be leaving this post in a week and resuming on the creation of the game. Any final comments can be given now and anyone who wants to help out with the project must email me now. We will be coming back at Christmas to give you an update. Hopefully by then, the game will be done. If not, we're hoping on January. A last bit of info: This game is commercial and all funds will be donated to a charitable cause. We're hoping on $20.00 per copy because of all the work we've done for the media, the design, and the absolutely huge game length. You guys have really helped our determination!

Thank you for all the support!
DarkJames
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Posted: 2nd Nov 2009 23:22
i would love to help but im level designer


Water mod
Butt monkey
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Posted: 3rd Nov 2009 01:29
Looks interesting but go easy on the textures. Are you just sharpening them to the max? The pillar on that last shot looks very out of place as the texture is so speckally. Go easy on your wall textures as well as I can see them becoming a bit of a headache because they've been altered in the same way.
2 Rogues
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Posted: 3rd Nov 2009 01:29
Thanks for wanting to help, but as you probably know, we have the level design thing down cold. We need media developers.
General Jackson
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Posted: 3rd Nov 2009 01:51
Are you planning to sell this game when its done?

2 Rogues
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Posted: 3rd Nov 2009 02:46
Yes, as you can see above in my last post, people must pay for this production. The price is pretty high because it is a fundraiser for a private cause.
AdrianoJones Wannabe
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Posted: 3rd Nov 2009 03:06
If you need any voice acting done, I'll be glad to do it for free.
And your game looks amazing so far - good luck with the development, and the sales!

-Adrian

And I do, wanna love you... And I do, wanna try...
Because if falling for you girl is crazy, then I'm going out of my mind.
So hold back your tears this time...
2 Rogues
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Posted: 3rd Nov 2009 04:23 Edited at: 3rd Nov 2009 04:27
So, I understand your pillar problem Butt Monkey, but I see absolutely nothing wrong with my segment textures. You know, I have to admit, I have never seen a absolute positive comment come from you about my work, so I think that's what you need to work on.

As for AJW, voice acting would be great in the later progress of the production.
AdrianoJones Wannabe
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Posted: 3rd Nov 2009 04:34
Quote: "As for AJW, voice acting would be great in the later progress of the production. "


No problem, just add me on MSN and I can take as many requests as you like, for free of course.

-Adrian

And I do, wanna love you... And I do, wanna try...
Because if falling for you girl is crazy, then I'm going out of my mind.
So hold back your tears this time...
Butt monkey
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Posted: 3rd Nov 2009 15:27
Quote: "So, I understand your pillar problem Butt Monkey, but I see absolutely nothing wrong with my segment textures. You know, I have to admit, I have never seen a absolute positive comment come from you about my work, so I think that's what you need to work on.
"


The comments I post are all positive. They are suggestions and constructive criticism to help you on your way, which I feel is alot more useful to developers considering this is a WIP board. If I think there is something wrong with a screen I'll point it out. I'm not the only one whos pointed out the overly grunged out textures. Although perhaps I'll just start spouting random, mindless praise rather than anything constructive as it seems to me that that is what you'd rather have me do. Thanks.
CoffeeGrunt
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Posted: 3rd Nov 2009 19:58
I have to agree, I personally hate posts saying "Nice!" as much as ones saying "You suck!"

Neither tells me anything about my work to a great degree, whereas constructive criticism allows gives a chance for improvement...

Violence isn't the answer, it's the question...
2 Rogues
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Posted: 4th Nov 2009 01:32
So, your in a maintenance area. Personally, I've never seen a sparkling pristine clean maintenance area. Honestly, I don't think you should have something against saying, "Keep up the good work." Though I have no problem with constructive criticism, I think you are looking for small things that you think are wrong, but are supposed to be that way. The textures I make are not "Grunged Out." Merely.....war-torn. I'm not trying to sound belligerent or anything; I understand your concerns, but please try to be a bit more cheerful about your criticism, because "interesting" sounds like your telling me I'm stupid but you just don't want to admit it. I didn't ask for you to rave about my game. You are completely mistaken about what I said. Please understand what I am saying and we can stop this argument.
Butt monkey
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Posted: 5th Nov 2009 00:40 Edited at: 5th Nov 2009 00:43
Quote: "Personally, I've never seen a sparkling pristine clean maintenance area. "

Quote: "The textures I make are not "Grunged Out." Merely.....war-torn."


By "grunged out" I am not refering to the texture itself but what has been done to it. Is it bump-mapping? They look very, very sharp and a little grainy and when you have a pattern running through them it can be quite overpowering (5th screen).

Quote: " I think you are looking for small things that you think are wrong, but are supposed to be that way"


Opinions are subjective. I am not nitpicking for the sake of it. You've said yourself that the over-bumped pillar looks odd amongst the simpler textures (Rails and floor).

Quote: "because "interesting" sounds like your telling me I'm stupid but you just don't want to admit it."


in⋅ter⋅est⋅ing 

–adjective
1. engaging or exciting and holding the attention or curiosity: an interesting book.
2. arousing a feeling of interest: an interesting face.

Quote: "Please understand what I am saying and we can stop this argument. "


There was no arguement to begin with.
2 Rogues
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Posted: 5th Nov 2009 01:34 Edited at: 5th Nov 2009 02:19
Thank you for clarifying, your opinion is respected, but sometimes it just seems like you criticze just to criticize. Now that you have explained, I would like to know what else you think I need to fix so that I can clarify whether It is part of the game or not. As for you Darmic, I like to get posts saying "Nice!" I don't think you should have a problem liking those.

This is the the last screen I will post until Christmas.

Thanks all for your encouragement, praise, and opinion. (and constructive criticism.)

Maintenance Core level 3 on a balcony over a tech lab:

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Mazz426
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Posted: 5th Nov 2009 17:01
this looks really good well done

2 Rogues
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Posted: 5th Nov 2009 22:53
Thank you very much Mazz426.
DonWON
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Posted: 6th Nov 2009 02:31
Berry nice screen

Thanks to Ply for the help on the weapons. They are starting to come together.

Hopefully we can get a vid out by next month of a bit of gameplay but the character models are not even started yet


creator of zombies
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Posted: 6th Nov 2009 17:26 Edited at: 6th Nov 2009 17:27
Okay, I'm going to be brutally honest here and say that throughout this whole thread, I have not seen a single speckle of realistic lightmapping. This is a real shame because you have the level design and enviroments down to a fine art, but In my opinion, this is all being undone by the frankly monsterous lightmapping methods.

The Constructive bit
To solve this issue, I reccomend you backtrack, and review your placement of light sources and light colours. I feel that throwing a few yellow lights in a room populated by a blue light looks and feels out of place.
This aside, The enviroments look fairly interesting and refreshing. I'm confident that a few small tweaks here and there will earn you a BOTB for sure! (Just make sure the gameplay's good)

Yours

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer

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