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FPSC Classic Showcase / [X9][BOTB] Alpha Project - Demo

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Lewis
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Posted: 16th Feb 2010 07:37 Edited at: 28th Sep 2011 05:51




[Bug Report Form]
If you find a bug, please submit it via the Bug report form so I can keep it on record. Thanks!
Click here to submit bug

[Known Bugs]

There are a LOT of issues when playing after loading a saved game. This is not caused by the game, as it is an error with the source. If you play the demo, try to play it through without saving to ensure less bugs are encountered. This is merely an error with FPSCreator and not Alpha Project.

Collision errors: Users have had issues with collisions while motion blur is on. To turn off motion blur, download the loader update with the motion setting enabled and then disable motion blur via options.



Alpha Project is a Scifi/Modern Horror genred first person shooter game. The game takes place in a not so far future where healthcare is controlled via private companies, hired by governments. You play through the eyes of James Hunt, the main protagonist. As you continue on in the game, you uncover the secrets and mysteries hidden from you.





Biotech Industries. An organisation known worldwide for their research into curing diseases noone thought was possible. Backed by the United Kingdom and the United States, they use government funding to extend their research in extending the capabilities of the human immune system.

In 2012, they successfully find a cure for a number of diseases: Acute myeloid leukemia, Influenza A virus subtype H5N1, Cystic fibrosis and Spherocytosis. This causes for them to be approved by NATO and access to what seems to be limitness resources.

In 2016, they have expanded to a number of branches all over the world. They begin testing the first ever immune system injection which is promised to make the subject immune to almost 70% of the worlds diseases.

In 2019, they cure the common cold.

In 2020, they began experimenting on chimpanzees to test to see if immunity passes through dna. The test was successful. One doctor, Doctor Mark Summers, didnt think that was enough, and came up with an injection containing a new serum. The test was a catosprophic failure. The chimpanzees behavour turned violent. After 5 minutes, it died. He tried countless times to find a soloution. All this was happening without the main branch of Biotech knowing about it.

You play the role of James Hunt, an ex army British security officer who migrated to the United States branch of Biotech, switching jobs to Biotech as a member of security. The job vacancy didnt specify what exactly he would be doing, although the promise of a high salary was enough to attract him in.

It was the first day you started work when everything went wrong..













Lewis
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Posted: 16th Feb 2010 07:49 Edited at: 1st Sep 2012 22:30


Red Eye
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Posted: 16th Feb 2010 09:03
Presenting is good, 2D ARt (including huds and what not) is PERFECT!

Gameplay is also good.

But levedesign, is nothing different as what i have seen on the forums daily. You should get more on the details. And get better on your design, get real life photos. And try out to make it. Check for entity placement, light placement. And so on...

Good luck...


Lewis
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Posted: 16th Feb 2010 09:10 Edited at: 18th Feb 2010 01:51
Thanks for the tip! I'll bear in mind to make more open areas in the full game.

Aisen
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Posted: 16th Feb 2010 10:08
This game is lovely, the motionblur might be a tad annoying but easy to get by. My graphic card and computer didn't like the game too much and made it glitchy. But the game overall I'll give you a 10/10, best FPSC game I've played.

-It's me Linus back as Aisen instead-
Bootlicker
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Posted: 16th Feb 2010 10:44
To be quite frank I found quite a lot of problems...

1.I kept falling through the floor (3-4 times)I only got as far as the PDA before I gave in as I kept having to load it up time and time again.

2. The motion blur was tiny bit too much, maybe tone it down a little.

3. The legs didn't move?


From what I saw though you have put a lot of work into this and it looks great.

btw. I'm the one called BenT2707 leaving comments on your youtube rds video

Thanks,

Ben

Lewis
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Posted: 16th Feb 2010 10:55 Edited at: 18th Feb 2010 01:51
What are your graphics specs? Some people have collison errors with motion blur enabled.

To turn off motion blur, find Mod.ini where the game is installed and open it. Find the line that says "screenshaders=1" and change to "screenshaders=0". Restart the game and play through it without motion blur on and tell me if your still getting collision errors.

About the legs.. I have no idea why they arent moving. Everyone else doesnt have a problem with that, however it might of been a problem with save/load and how animation is handled after the game has been loaded. Hopefully this is solved in 1.16 and the full game hopefully wont have this problem.

Kravenwolf
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Posted: 16th Feb 2010 12:59
Everything worked fine for me. I didn't have any collision problems, and the player's legs animations worked just fine as well. The demo ran at a steady 58FPS on my computer all the way through. My Specs:



My Review

In my opinion, this was the most put-together demo/game I've played in the showcase and WIP board.

PROS:

+ The storyline was one of the most developed I've seen so far.

+ Great audio effects.

+ The demo took longer than 5 minutes to play through (which was great, and not too common around here, unfortunately).

+ The videos/cutscene effects were superb, as well as the 2D art (loading screens, HUDS, etc).

+ Weapons and ammo were scarce, and the enemies actually gave you a scare.

+ Unique gameplay features such as the keycards the player had to equip to use, and the voice recorder units around the levels.

+ The motion blur was a nice touch.

CONS:

- The only thing I didn't care for was the level design. Red-Eye already brought this up. It was very well put-together, but it seemed a little too "FPS Creator-ish" to me, and I felt it brought down the otherwise excellent demo.

BUGS:

- The glass panes reacted weird in the light. Some were fine, but others would turn solid white, and then refract yellow, and green when I walked by them.

- When I was descending one of the lifts, I shot out a glass pane on the way down and jumped inside the small cubby The only way to get out was to fall to my death. I suppose this isn't really a bug, but you might want to consider making those windows indestructible, so curious people like me won't try to bust one out and jump inside

- Spelling errors. No big deal, but I figured you might like to have them pointed out, since your demo was presented so professionally. I remember finding 2 on the loading screens, but I can't remember what the words were.

Kravenwolf

Lewis
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Posted: 16th Feb 2010 13:16 Edited at: 18th Feb 2010 01:51
I really appreciate the review Kravenwolf. I'll take these into account. Level design isnt one of my strong points, so I think either I'll recruit someone who is better than I am at level design, or I'll read up on how to make myself better

As for the bugs:
The glass planes is the screen shader playing up. I have no idea why this happens but I'll look into it.
The lift windows I'll make indestructable or put invisible walls there.
If you find any more spelling errors, feel free to let me know and I'll correct them for the full game.

Thanks again for the review pal, just what I needed.

Asteric
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Posted: 16th Feb 2010 13:31
Going to download this now, and send a full report once ive played it.

The Storyteller 01
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Posted: 16th Feb 2010 13:33 Edited at: 16th Feb 2010 13:36
Generally this is one of the best FPSC games I've played so far - definitely BotB stuff.

Here is my review in GBU format.

The Good:
- Design
huds for ammo, health, use and pickups that are on level with commercial games
- Atmosphere
No cheap thrills. Music, sound effects and entity sounds create a movie like environment. Enemies are used sparsly but effective. Not too much different weapons.
- Custom Media
The Access Card model/animation/script alone makes this game outstanding. The pad messages where on level with Doom 3 and FEAR
- Voice Acting
Finally a game where the term VA is appropriate. Very good speakers and outstanding technical quality.
- Length
Most full FPSC games are shorter than your demo.

The Bad:
- Challenge
I didnt find the game much of a challenge. As far as I got 2 times my health never dropped significantly. Less health + health packs would make it more challenging.
- Scale
Only narrow, short corridors and small rooms make the game appear small despize the level size.

The Ugly (could be also my &%$§"! Vista):
- Upon reloading dead enemies have lost texture or are suddenly standing (still dead though).

Bugs:
- Jennifer is bouncing all the time and the wall access pad in her room is missing or invisible (the card works though)

Overall on of the very few games that has potential to go commercial imho.

Keep up the good work!

In case you find my grammar and spelling weird ---> native German speaker ^^
Errant AI
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Posted: 16th Feb 2010 13:50 Edited at: 16th Feb 2010 13:59
Happy to see this demo finally released!

What I was going to write would have mostly been an echo of Kravenwolf and Red Eye so scrap that. Lewis, you know I love the storytelling, audio and front-end polish; so I'll skip right to some nitpicking after saying that it has the best demo ending I could have ever hoped to see!

As a bit of a point of reference. I only have a 256MB notebook graphics card so I had to disable full-screen shaders. With them on, movement felt relatively smooth still thanks to Project Blue but the actual framerate must have been pretty low because I fel through the world quite a few times before disabling it. After that change, performance was rock-solid but the beer goggles come off a bit. It still looked OK but I think the motion blur hides a lot of FPS Creator-ish-ness as mentioned before. Overall, it suffers from lack of art direction and attention to graphical/texture detail.

Don't confuse this with level design. I thought the design was great but the devil is in the details. One thing I would do straight away is with all those monitors all over the game is make the bezel/frame black or dark grey so the white plastic doesn't glow and edit the keyboard to lighten it because they all looked totally black in-game. Some segments should be replaced completely such as the stock vent exits because the stretched UVs look quite bad and bring down the overall look of your game.

Another thing would be to balance some of the segment texture colors in photoshop to give more of a post-production feel to it. You could also possibly use alpha HUD overlays to "gel" the scene and help snap the overall look together because as-is the segments and entities, though well placed, seem out of place when viewed as a whole. It's hard to explain but if you've ever watched LOTR footage from before and after post-production you'll know what I mean. Before post, it looks like any cheesy mid-budget movie but after post when the colors have been artificially tweaked and unified it looks beautiful.

As I said, I liked the flow and layout of the levels. That aspect was fine to me. Some of the multiple pathways seemed daunting at first but eventually you come to realize things connect back later so it's hard to miss something. One small bug related to that is that there was one point where I took an odd route and looped back into a room with a voice transmission triggerzone telling me about a locked door. I would have liked to see the multiple pathways have a little more gameplay effect or advantage and some of the encounters with more reward (like find an item or PDA after a fight). The usage of enemies was good and one of them caught me TOTALLY off guard! There was one enemy who did not leave a corpse. That might have been a bug.

The legs/body was all right. It moved for me- sometimes too much. It died one level when descending a lift which was sort of funny because I hear "Ugh!- thump!" and then my legs gone. I would modify the plr body script and set a flag when you freeze the player so that the body is also frozen. When listening to somebody talk, you can look down and make your body dance around and if you crouch the legs lift up into the air.

The amount of weapons and variety seemed good for the demo. The customizations and stuff were of course cool. My only complaint would be that if keycards are going to be linear upgrades the old ones should be discarded or if multiple are usable at once it would be cool to have some indication at the swipe-consoles of which access is needed.

One last nitpick is in the room with the girl, you should lock out weapon usage via weapon script.

Anyhow, that's my rundown. Hope you don't view it as overly critical. I think the game is great and production values alone make it BOTB worthy but I think the level art direction will need some love to compete for VBOTB this year. Definately want to see more of this because the storytelling is so freakin good.

Quote: "Bugs:
- Jennifer is bouncing all the time and the wall access pad in her room is missing or invisible (the card works though)"


If you play straight through it's OK but if reload savegame this happens. (I saved emptied my guns into her then reloaded to see the same two bugs).
Lewis
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Posted: 16th Feb 2010 14:04 Edited at: 18th Feb 2010 01:52
@Errant AI,

Thanks for the review Jake. =]

Design is something I'm going to look into definatley. I've got a lot of plans for the plot and scenery changes too, which means that you're not always stuck in small corridors etc. The reason why I did that was because it made it easier to put the enemies close to you without you noticing them from a distance.

As for the motion blur, I think I'm going to add a setting in the options menu which lets you turn it off and on so its easier for people to adjust it based on performance.

I've been looking into seeing how I can turn on/off weapon usage but I've been mind boggled on how to do so! I'll take a look in PB's manual to see if I can achieve it using variables. Of course, this could be a good feature to add into the source which would require little editing

As for before/post production, I really think you're getting somewhere with that idea definatley. I used those segments because frankly, I didnt have any other ones that fitted well! I guess it's about time that I start making my own ones but I wanted to speed up the process of making the game, which is a pet peeve of mine. With a program like FPSC that can make FPS games quickly, you tend to want to get things done there and now instead of sitting back and making it better. I think I'm going to experiment on how Left4Dead did their game with the hue/saturation. They had variables that changed on the fly in certain areas and stages. I could apply that to the fog colour and screen tint to add a better effect. I could then have different variable stages and flip between them via trigger zone and let it all do it automatically. You sure do help me come up with some great ideas!

Anyway, I'm writing a bit too much, haha. Thanks again for the review, every little helps.

Bootlicker
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Posted: 16th Feb 2010 14:11
I got it working and I have to say that was pretty sweet, I still stick with what I said before though....

I actually bricked it when the first thing comes at you, I was like 'what the hells going on' *turn around, oh, theres now cake in my pants'

great game but I did find this...

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Lewis
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Posted: 16th Feb 2010 15:20 Edited at: 18th Feb 2010 01:52
That's a sign. For some reason it doesnt want to show up correctly with the lights. I'll make sure to replace it. Thanks

Lewis
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Posted: 16th Feb 2010 16:05 Edited at: 18th Feb 2010 01:52
Update: Screenshots are updated!

The Storyteller 01
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Posted: 16th Feb 2010 16:22
Hmm...now that I see the new screens with the coloured health hud.

My hud was only blue

In case you find my grammar and spelling weird ---> native German speaker ^^
mgarand
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Posted: 16th Feb 2010 16:22
downloading now



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Lewis
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Posted: 16th Feb 2010 16:27 Edited at: 18th Feb 2010 01:53
@The Storyteller 01, You must of been really good at the game then and didnt get hurt!

@mgarand, awesome! Tell me what you think afterwards.

mgarand
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Posted: 16th Feb 2010 16:54
Ok, i played it.

I like it! you made allot of costum huds etc. and the game feels good. I loved the first zombie, scary... only when i finished lvl 2 i get this error : object not found at line 36106

Overall good job!



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
KeithC
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Posted: 16th Feb 2010 18:19
Worked for my comp at great frame-rate after turning off shaders (may want to put that as a checkbox in the options). LOVED the keycard and animation! Send me the relevant info for BOTB in my email.

Although I agree about the level design needing work (might want to get some illumination maps on all the light entities (for that glow that I like); the scripting, menu system and other "gems" surpass many of the current BOTB titles.

Great work, keep it going!

-Keith
Lewis
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Posted: 16th Feb 2010 18:24 Edited at: 18th Feb 2010 01:53
Will get you the relevant information tonight my time.. It's pancake day in the UK and I need to fill my belly with them! xD

KeithC
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Posted: 16th Feb 2010 18:31
It's "Fat Tuesday" here.

-Keith
Bootlicker
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Posted: 16th Feb 2010 18:37
I love pancake day, I'm having pancakes for tea...

SGJB
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Posted: 16th Feb 2010 19:13
Great Demo, the best FPSC game I’ve played in ages.

The voice acting was the best I have heard in an FPSC game, it was up to the standard of a professional game in my opinion.

I like the little features you put in like the PDA and the Key cards they really make this game feel professional.

The Body doesn't suit your game; I would get rid of it if I was you.

The motion blur is a bit too much I would tone it down, or even get rid of it completely and only use it for things like low health.

Overall this is a good demo and I have high expectations for this, keep it up.
charger bandit
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Posted: 16th Feb 2010 19:43
The game is awesome,nice huds,story,sounds ect. But some more custom segments and different shapes like sloped walls ect. would make it even better.Sadly it ran at 15fps on my laptop but worked at full speed on my super pc.


A.K.A djmaster
DarkJames
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Posted: 16th Feb 2010 19:56
well here is my Review

Gameplay
10/10
Really loved the gameplay,you had diferrent paths to go and the modded guns gave it a reallistic touch

Sound:
9/10
Really liked the sounds especially the voice of the beggining..


Story:
5/10
the story is too much overused

Lighting:
6/10
really strange maybe change the lightcolours a little bit
btw you made some vents on places so i guess they have hotair so the light colour should get redier when near to vents

Graphics:
8/10
really liked the blur (sometimes it was a little bit nasty)
the guns,and the Soldier legs

We are watching you
Metal Devil123
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Posted: 16th Feb 2010 20:23
Awesome! Downloading!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
mgarand
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Posted: 16th Feb 2010 22:20
This is BOTB mate, good job. I didn't want to make any horror game, but you showed me (and the whole forum) that you can make it unique by a good story, and some good voice acting!!!



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Lewis
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Posted: 17th Feb 2010 11:38 Edited at: 18th Feb 2010 01:53
Update: To make things easier for people to turn off motion blur, I've included an update to the loading screen to include the motion blur setting in the options.

Simply download the zip attached and replace the exe file in the games installation folder with the exe in the zip. Then run the loader and you will see the option for Motion blur in the options menu.

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Metal Devil123
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Posted: 17th Feb 2010 14:45
That was propably the most awesome FPSC game I've ever played! I mean... it was just wonderfull! The first enemy scared the crap outta me, becouse of the sounds too! I had no idea it was coming there and I just went crazy and started shooting like a maniac! at it! All the sounds and the scripting was great! I loved the voice acting and the PDAs were a lovely touch! The effect when you turn your screen was awesome and teh keycard thing was amazing too. The shaders were nice and I personally liked the level design, only crit would be that you would change the ceilings as tehy always are the same as the floor, but that's not even too bad. You know how some games are a little movie like, like Half-Life 2, it sometimes fells like a movie. Well, this was somewhat like it! The ending was awesome and the animated menu was great too! I liked the sounds on the enemies, and that you can't go running around when someone's talking at you. It was awesome!
9.3/10.0! Keep it up!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
WhiteWolf PL
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Posted: 17th Feb 2010 15:01
What program to game packed you use?
Lewis
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Posted: 17th Feb 2010 15:16 Edited at: 18th Feb 2010 01:54
@WhiteWolf PL,

It was compressed using Install Creator.

KeithC
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Posted: 17th Feb 2010 15:34
Congratulations to the newest member of the BOTB!

-Keith
TheK
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Posted: 17th Feb 2010 17:19 Edited at: 17th Feb 2010 17:21
Congratulations on your BOTB!
I wish you much luck with the VBOTB.

Best,
TheK

EDIT:
I will play the game, when I get back home and will write a small review.

Lewis
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Posted: 17th Feb 2010 18:38 Edited at: 18th Feb 2010 01:54
Brilliant, hope that it works out well for you! =]

Metal Devil123
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Posted: 17th Feb 2010 19:58
Comgrats on the BOTB! I need to show my brother this, I think he will like it!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Aisen
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Posted: 17th Feb 2010 21:23
Congratulations to BOTB mate

-It's me Linus back as Aisen instead-

mgarand
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Posted: 17th Feb 2010 22:13
Congrats, you deserved it !



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Toasty Fresh
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Posted: 17th Feb 2010 23:22
I told you it'd be BoTB Lewy

As I told you on MSN, I keep BSODing so I'll try downloading again when I get home.

Your signature has been erased by a mod - Please reduce it to 600x120 maximum size
Wolf
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Posted: 17th Feb 2010 23:47 Edited at: 17th Feb 2010 23:47
First of all: Congrats for the BOTB! Your work really deserves it.

Well, since I used to write reviews about every game being posted in the german FPSC Board, and since this game was absolutely great...I decided to write a small review about it too...

Well, first of all, I`m not english and my articulation is very limited. (I use to cover it up with loads of swear words...so you`re warned )

Quote: "The Story"


Well, the whole story is...in fact... a resident evil knockoff. But hey! I`m not telling that this is bad! I love resident evil and this game really has all the best of it. But dude! I hope you add something new to the storyline

35 %

Quote: "Overall Presentation"


Well, this game had an installer that seemed pretty professional, but then, you see the starter application This thing rocked! I was even able to change the keyboard settings! And the graphical presentation was top-notch!

The Menue screen was animated and the loadingscreen seemed really professional. It reminded me of FEAR, but since I hate when people compare my games to other`s...I won`t do this with yours

95%

(Why not 100? Well... I didn`t like the screens in the background, you`ll read more about that in the "Level Design" section.)

Quote: " Game Mechanics "


The game starts and I`m pretty surprised by your excellent HUD Graphics and your voice acting...it was... perfect, ace, freaking great! It really fascinated me, so did that Characterbody, and the animated "Incoming Transmission HUD`s". But after you stoped sobbering `cause of these great Huds, you get an erection because you see the Keycard system. Dude! You HAVE to tell me how you made it! Its fantastic.

100%

Quote: " Gameplay "


The Gameplay was "the usual stuff" Finding keycards, gathering information from PDA`s (with great voice acting) and encountering enemies...but hey! With that presentation it was great! And the enemy placement worked out great

85%

Quote: " Level-Design "


Yeah, well...you screwed up that one! The Level Design in this A Quality game was the worst. It was way too dead/static...it doesn`t feel right/vivid. Since my english is approximately good enough to translate the dialogs of russian pronflings... I took a few screenshots



You should watch how you play your lightsources, these shadows can kill even a perfect scene, the pipe doesn`t really fit too.



Create an illuminationmap for the screens and do something with these keyboards!



C`mon mate! Lights without sources? Never wise...



This cable ends in the middle of nothing.



The Codeblock isnt really "against the wall" and maybe you place it in the middle of a tile instead of between too (nitpicking).... and, The doors are often hidden in black shadows -.-




The signs where already pointed out.



You don`t really see it on that shot, but the blood often has a sort of greenish color...



Well, with that picture I`m coming to the last critic points.

These level do not have any details and they always use the same segments... The color`s you use on your textures do not blend well together, so does this repeating bloodywall segment. Well, you putted so much work in that game, that you really could redo your levels... they just well... aren`t good at all.

45%

Quote: "Graphics"


Well, I won`t write another "good and bad" list , I just point out some things you could work on before final release :

- Rework you`re texture so they fit together. You did all these awesome graphics (HUD`s etc.) and all this scripting...you can!
- Redo you`re lightning, its terrible....try to use more greyish or slightly blueish colors than plain white.
-Use normalmapping on your weapons

Yeah! You really do that, you got the VBOTB 2010.

70%

Quote: " Sounds "


Perfect Voice Acting, Ambience and Monster Sounds seemed real (you should do a soundset for that "Shroudling" character though) and your ambience music (checked it out on youtube too) is orgasmic! (any change that you speak some lines for my upcoming horror game "Euthanasia" ?) ehm...anyway.

I was even a bit jealous of these awesome weapon sounds ACE!

90%

Quote: " Notes "


-I liked your introvideo! ...and your clean english It was a bit like the intro from the resident evil movie...but screw it! It was cool!

- The Ending sequence was brilliant!

- Please note: I do not want to sound harsh or arrogant, its just that my english IS limited.

Quote: " Overall Rating "


79 % That game made my day! Top Quality FPSC Game!



-Wolf

God Helps the Beast in Me!
Lewis
VBOTB Developer '10
15
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Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 18th Feb 2010 01:35 Edited at: 18th Feb 2010 01:49
@Wolf,

You've provided some really needed constructive crits here. I really appreciate what you've done. I'm going to take everything into account.

As for the story, I admit, I've taken a lot of things from other horror movies and games. I've been influenced a lot by Resident Evil, Fear, Doom and games like that. I'm planning the plot for the game soon and I'll shift the game into a more origonal plot definatley!

As for level designing, yes.. theres a lot of issues with that. I know it isnt the best of levels, but I'll take what everyone has said and I'll definatley improve and spend more time in making my levels look more professional and realistic.

Thanks again for the review. The more people point these things out the more I can improve!

Wolf
12
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 18th Feb 2010 02:56
Quote: "
You've provided some really needed constructive crits here. I really appreciate what you've done. I'm going to take everything into account."


Thanks! I feared that I might sound priggish Best luck with developing the game

Any chance for me to get you talking 2 or 3 lines for my horrorgame?



-Wolf

God Helps the Beast in Me!
KeithC
Senior Moderator
14
Years of Service
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Joined: 27th Oct 2005
Location: Michigan
Posted: 18th Feb 2010 04:25
Great review and good pointers, Wolf! I will say that all light entities should have illumination maps at this point, there really isn't room in a BOTB entry for a light entity with a simple light placed near it. The whole bulb should look lit up, not just the center of it.

Also good points about entity placement and relevance; something I'm sure Lewis will take into account.

-Keith
immortal
11
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Joined: 20th Mar 2009
Location:
Posted: 18th Feb 2010 07:25
do you sell or give the pass card systeme? for open door with card ?
Juzi
13
Years of Service
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Joined: 8th Mar 2007
Location: Finland
Posted: 18th Feb 2010 08:12
I played the game and I'm too lazy to write a review but I have to say that this game is really professional. Only thing I didn't like was the pretty simple level design, but all the little things, like the motion blur (which I really liked) and the keycard thing threw my thoughts about boring level design out of the window.

This is easily one of the best FPSC games I've played. Congrats on the BOTB, you truly deserve it!

With me disaster finds a playfield
Lewis
VBOTB Developer '10
15
Years of Service
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Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 18th Feb 2010 10:12 Edited at: 18th Feb 2010 14:10
@immortal,

I'm going to make this clear to you and everyone who asks me for stuff.

I'm not giving anything to anyone. Why should I give away my hard earned features that I've took the time to make just so other people can use them in their game? The reason why I got BOTB is because I got off my arse and learnt how to script in the first place to make these things.

@Wolf,

Talk to me on msn about it.

Marc Steene
14
Years of Service
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 18th Feb 2010 13:53
Here's my review.

This is, by far, the most innovative FPSC game I've ever played. It has a really polished look - the loader, the video menu, the loading bar, the level introductions, the keycards, even the splash video at the start! Sound was used to good effect, and the game was scary. There are a couple of things which drag this game down, however. In some areas, the level looks like any other standard FPSC. I think you need some more variety in segment textures and add some detail entities and eye candy such as broken tiles. Overlays are also a problem and cause shadows to appear. Just a suggestion, but you should make it so if you injure the woman, the player should be killed automatically (like in CoD if you kill too many allies). All it would require is a simple health check. Also, great work on the end bit (may want to add a bit of camshake as the Dante approaches). Great work, 8/10.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Errant AI
13
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Joined: 24th Aug 2006
Location:
Posted: 18th Feb 2010 17:14
Nice badge. Good match with that avatar! Grats
Marc Steene
14
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 19th Feb 2010 07:09
Also forgot to mention the voice acting - it's the best I've heard in FPSC.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

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