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FPSC Classic Work In Progress / [X9] ZER0 Day Virus

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TerrorNation
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Posted: 5th Nov 2010 23:59
I did think the red chair did look a bit out of place
I'll have a look in-game to see if it needs to change.

PS The HUD is not finished yet: The only thing that I am happy with at the moment is the Proximity Sensor. Updates to the Health and Lives will be coming closer to completion.
Butt monkey
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Posted: 6th Nov 2010 00:11
It's getting better and better. You're doing well. My main criticism? That locker (or whatever it is) is sticking out of the wall.
TerrorNation
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Posted: 6th Nov 2010 00:15
Yeah I saw that too late, because my initial idea was to make the locker lie on top of the dead body, but it stuck out too far and in reality it would have slipped off the dead guy's back, so I stuck a portion in the wall not thinking it would look like it does now
The Storyteller 01
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Posted: 6th Nov 2010 00:44
I tried to play the demo but couldn't get beyond the first level. I am stuck in a green techno corridor with a door at the end that doesnt open and no switch/key to be found

In case you find my grammar and spelling weird ---> native German speaker ^^
TerrorNation
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Posted: 6th Nov 2010 00:49
Oops

I guess you're facing the error most people are with this..

In the first room, there is a PDA item on the table which you can pick up which gives you access through the door
The Storyteller 01
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Posted: 6th Nov 2010 01:03
Quote: "which you can pick up "

You mean "IF you can pick it up" beause I tried when I played it for the first time and even now it took me a dozen clicks jumping in front of the table to make the hud appear

In case you find my grammar and spelling weird ---> native German speaker ^^
TerrorNation
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Posted: 6th Nov 2010 13:25
Yeah I seems like a persistent bug that I have yet to fix so that has been added to my checklist
Gunbarrelguru
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Posted: 7th Nov 2010 03:35
Awesome, this reminds me of system shock. Loved that first zombie you had up there
TerrorNation
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Posted: 7th Nov 2010 14:00
@Gunbarrelguru

Where you say 'loved', do you mean a zombie I had in a screenshot that I have removed?
TerrorNation
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Posted: 7th Nov 2010 16:40
New screenshot of the 'CryoWolves' in a (seemingly ) safe sanctuary as they pose a hazard to the welfare of the human beings working in the facility. They have many qualities, most notably their un-noticeability on Proximity Sensor...

TerrorNation
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Posted: 4th Dec 2010 13:57 Edited at: 19th Dec 2010 14:19
Hello again.

Slow progress over the past few weeks; I'd been busy with exams and other work but now I've got some spare time on my hands so now I'm back to FPSC

IMAGE OBSOLETE

More screens to follow.
TerrorNation
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Posted: 19th Dec 2010 14:19 Edited at: 19th Dec 2010 14:26
UPDATE

I have overhauled level 6, since I was not completely happy with how it would fit with my storyline, nor how it played through in test game.

Here is a sneak peek at Dr. Tyler's office; one of the ZDV conspirators. Or we could say what is remaining of her quarters....

TerrorNation
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Posted: 20th Dec 2010 15:47 Edited at: 20th Dec 2010 15:48
After several failed attempts to upload the file:

Level 5 Demo is now available for download!

Click the smiley to download the game

Refer to the readme for level objectives and more!

Enjoy your playing
D0MINIK
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Posted: 20th Dec 2010 16:51 Edited at: 20th Dec 2010 16:51
Good news.
However, I don't know how to handle a .tar file?

TerrorNation
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Posted: 20th Dec 2010 19:09
@D0MINIK and all

I forgot to mention (and as a notice to everyone else) you must have 7-Zip pre-installed to extract the demos I upload.

My mistake.
Butt monkey
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Posted: 25th Dec 2010 18:09
I like the look of the screen, mabye the room is a little large though? I think if you size it down a bit and take out some entities it'll look much better. The room just looks too big and square as it is. Perhaps add a carpet as well instead of floor tiles. Lastly, I'd add a toppled desk lamp with a bright, white/blue flickering lightmap to cut through the dark, dim yellow. That could look really cool.
TerrorNation
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Posted: 26th Dec 2010 15:03
Hello everybody!

I hope you all had a fabulous Christmas and I wish you all a Happy New Year 2011!

@Butt monkey

This screenshot is a bit dated, because a few days ago I added a nice cyan blue light from a desk-side laptop
TerrorNation
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Posted: 28th Dec 2010 18:09 Edited at: 9th Jan 2011 23:24
UPDATE:
New video uploaded that shows the latest build of Level 1:

VIDEO REMOVED; NEW VIDEO SHOWING LEVEL REVAMP NOW UP.
TerrorNation
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Posted: 1st Jan 2011 01:00
A nice treat to everybody here as my first post in 2011

Here's an example of progress on my X-Vision idea shown in pictures:
(For those that don't know, X-Vision is a special piece of equipment the player can utilise, which provides a light once activated and highlights objects of high importance in the level, which will prove helpful in later areas of the game )

BEFORE X-VISION



AFTER; WITH X-VISION AND NO EXTERNAL LIGHT SOURCES

TerrorNation
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Posted: 8th Jan 2011 20:01
UPDATE:
Alright everybody, after playing through Level 1, I was dissatisfied with how it flowed and the textures etc.

I have completely revamped it, and some screenshots show the new and improved environment :





TerrorNation
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Posted: 9th Jan 2011 23:26 Edited at: 11th Jan 2011 21:47
Hello everybody!

I have captured a video showing the new environment of the first level in ZER0 Day Virus, and I have uploaded it for you all to watch!



Please give feedback on whether the new level 1 looks better than the old one (also found on my YouTube channel)!
TerrorNation
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Posted: 15th Jan 2011 19:10
Have you all played the demos (located on the main page of this thread) yet?

If so, what did you think?

Finally, here's a multiplayer map I compiled based on the redesigned level 1:

Download here!

Enjoy everybody
Ikey
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Posted: 15th Jan 2011 19:28
Just about to download the game. Some of these screenies look awesome.

Good work so far, and good luck!



TerrorNation
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Posted: 15th Jan 2011 22:49
@Ikey

Thanks

Please leave feedback on what you liked/disliked so I can fully understand what my audience would like to see from ZER0 Day Virus!
TerrorNation
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Posted: 17th Jan 2011 20:13
@ALL

If you have downloaded the multiplayer game demo, do NOT attempt to use the pistol class, as I made an error in the scripts which linked the character's weapon to an invalid folder.

Thank you all for your patience; a patch will be provided soon.
TerrorNation
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Posted: 19th Jan 2011 22:51
New Game Logo; I threw it together in a few minutes on Photoshop, so it isn't perfect (I don't think)

Here it is!



Updated first post.
Butt monkey
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Posted: 20th Jan 2011 00:53
Everythings looks good Keep it up.
TerrorNation
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Posted: 21st Jan 2011 20:51
Thank you Butt monkey

Have you tried out the demo levels yet?
AJ Schaeffer
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Posted: 26th Jan 2011 03:03
Looks great and for lolz that dead body on the table is like roadkill lol

TerrorNation
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Posted: 1st Feb 2011 20:37
@All

Keep your eyes on this project; it will soon be revamped with some of EAI's New Model Pack 53 Task Force 341 characters! Look forward to some new action in ZER0 Day Virus
TerrorNation
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Posted: 3rd Feb 2011 23:19
Updates for ZER0 Day Virus (featuring Model Pack 53):







Enjoy!
3Bit
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Posted: 3rd Feb 2011 23:34
Nightvision doesn't look too good, new pics are pretty cool though, HUD needs alot of work to be done In my opinon.

3Bit
Butt monkey
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Posted: 4th Feb 2011 02:41
Looks really good The chair in the first screen the through the floor Might want to fix that.

My main criticism is that the ceiling is the same as the floor in pretty much every room. It's most noticable in rooms which are only 1 segment high, but you should think about changing them.

I agree that the HUD needs a bit of work. For example, I like the proximity sensor, but it should mabye be a bit more transparent and only appearing more boldly when enemies are near. However, the red border around it really doesn't look great. It's an unnecessary addition - as long as you explain what the sensor is in game, there is no need to have it constantly labelled.

A new, subtle health/ammo hud will also make your game look much more professional - perhaps bars instead of values?
TerrorNation
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Posted: 4th Feb 2011 18:44
@3bit & butt monkey

I totally agree; the HUD looks really poor (especially night vision and I have already addressed that problem) and I will have to do something nicer with the proximity sensor too because I don't think it is at the best of my ability.

For now though, the HUD is the least of my worries; I just want to have a working game, and then I will work on fixing the professionalism of the HUD icons

@butt monkey again
I noticed the chair through the floor once I had saved the screenshot and it has been corrected. The ceiling/floor thing is not a standard as I had forgotten to change the ceiling to what it is like in all the other levels, so thank you for reminding me to do so

Thank you all for the feedback.
TerrorNation
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Posted: 5th Feb 2011 22:36
I've done a re-haul of the proximity sensor.

NOTE: This is experimental; it is not a final change.

Butt monkey
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Posted: 6th Feb 2011 13:59
The screen looks good, can you believe it's the same game you started with?

The sensor is much better, but what I'd do, is remove the zombie in the middle. It looks quite funny and it takes away from the atmosphere. A simple circle or some other shape would suffice.
BSP
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Posted: 6th Feb 2011 14:32
Looks really good.
TerrorNation
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Posted: 6th Feb 2011 15:28
@Butt monkey
Quote: "The screen looks good, can you believe it's the same game you started with?"


No I can't quite believe it! I'm really pleased with how my skills have improved. All of the help from you guys on this thread and everywhere else on the forums has been a great plus too

I actually like having the zombie in the middle, but I do think if I darken its texture it would fit in a bit better I suppose

@BSP
Thanks for the compliments
TerrorNation
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Posted: 6th Feb 2011 18:07
@All

I think this will be the final proximity sensor. See screens below!



charger bandit
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Posted: 6th Feb 2011 20:57
I would consider adding some cracks or shaders to your segments to make more variation. Otherwise the levels look cool,maybe a bit more detail here and there. Oh and try to use some coloured lights with touch of grey.


TerrorNation
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Posted: 12th Feb 2011 16:27
Here is a small progress update for you all! (My PC is causing the lag in the video):





Enjoy!

@charger bandit

Thank you for the positive feedback
TerrorNation
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Posted: 25th Feb 2011 16:52
Here's some random updates here, including the revamped X-Vision and battery HUD.



andrew lino freak
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Posted: 25th Feb 2011 18:53
im loving the last 2 pictures, good work.
TerrorNation
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Posted: 25th Feb 2011 20:26 Edited at: 25th Feb 2011 20:26
@andrew lino freak

Thanks

@All

Quick experimental screenshot made here after playing around with PWP's Grunge Pack. This is showing Catacombs which could possibly be a future level in ZER0 Day Virus.

Anyway here it is :

ThoughtWire Software
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Posted: 25th Feb 2011 22:12
@ TerrorNation Good choice, PW Productions' grunge pack is really quite epic!

www.thoughtwire.co.uk
TerrorNation
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Posted: 25th Feb 2011 23:10
Definitely! I'm glad I found it amongst the many threads in the Models and Media section
AbdulAhad
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Posted: 26th Feb 2011 08:26
Lovely progress mate!!! By the way why such low fps in the videos?

Abdul Ahad

TerrorNation
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Posted: 26th Feb 2011 11:42
@AbdulAhad

The low FPS is down to me having a 4 year old Dell Inspiron laptop with ATI Radeon Xpress GPU, 893MB RAM and 1 Ghz processor, which struggles a lot with FPSC and videos simultaneously

I have tried it on my desktop computer (which has an even older graphics card so the shaders were all buggy) but a 3.3Ghz processor and the frame rate was almost always over 30+

Thanks for the compliments too!
The Storyteller 01
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Posted: 27th Feb 2011 11:59 Edited at: 27th Feb 2011 12:08
I just played the Level 5 demo a couple of times and here is my review. Because I think the game has great potential while still lacking a lot, I'll add some advice in every paragraph.

The Good:

- Variety
You have to upgrade your PBC, switch off force fields and get past enemies. Thats more than most games offer in a single level.

- Proximity Hud
The basic idea is good, adds atmosphere and it works perfectly ingame. However it looks very basic.
Advice: give it a graphic overhowl to make it look more like an actual device, instead of a hud. Try to ad a "bip...bip...bip..." sound - permanent and/or accelerating when enemies are near(the sound shouldn't be annoying though)

- Enemy AI
I am not sure yet, if its your room design/placement, the beta DarkAI, luck (or a mixture of all that) but the enemies follow the player relentlessly and shoot on sight. Cleverly you held their advance paths free of obstacles. Unfortunately they don't seem to be able to open doors, which is illogical at least for the security bots.
Advice: Either change the enemy scripts (the community guide has a section on AI opening doors afair) or make the doors auto-open (you could even script a trigger zone to destroy the use-doors and spawn auto-doors instead after the alert is triggered)

The Bad:

- Lighting
The overall level look is very unimpressive. Colourful segments without any contrasts, coloured lights that don't really change the rooms colour.
Advice: Tone down the overall ambience level to 10-20. Use basic white lights for ligthing the level and reserve coloured lights for special things like doors or alarms. It's some work but you could script the alarm trigger zone to destroy white lights and spawn red ones instead - it would change the atmosphere completely. For the room with the force field you should use a bright blue light, that gets destroyed along with the force field decals.

- Room Design
It's a cardinal sin to make every exit a usable part of the level - nothing gives more railroad feeling. Also cluttered boxes and drums alone don't create an atmosphere of chaos or destruction. And although I love CPs SF cockpit, it's the most out-of-place entity I've seen in a long time.
Advice: Include non-functioning or blocked doors in your level (best with a short corridor). The gallery in the last room even SHOULD have doors at each end to make it appear logic. Add some destroyed stuff, torn out cables, smoke decals etc. to add atmosphere. And get rid of the cockpit...

- The Ugly

- Enemy Models
The Mob Zombies are NOT dressed for the occasion of fighting in a high-tech area. I also don't understand why the zombies and the secure bots are playing on the same team
Advice: Put the secure bots and zombies in different areas to straigthen up the logic (personally I'd put the secure bots into the LAST room). Think about retexturing the Colonel X models and give them the zombie soundset. Or use the stock zombies without weapons (to have shooting secure bots and melee zombies makes for more variety than to have only shooters imo).

- Weapons & Equipment
The grenades are useless. In 4 runs I tried everything but either did I get shot at while throwing...or they didn't du enough damage to pay off....or I got in the blast radius myself - which was more damaging, than being shot by the enemies. The health kit is SO easily overlooked and misplaced inthe first room.
Advice: Get rid of the grenades (or at least give the player only a single one). Place the health kit somewehere in the middle of the level and make it more visible. Think about giving the secure bots energy weapons (the player cant take) for consistency.

Overall it's a just-so 3 out of 5 on my peronal demo scale and I'd call it "A very ambitious project that, if given enough time to get polished, could really shine".

In case you find my grammar and spelling weird ---> native German speaker ^^
TerrorNation
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Posted: 27th Feb 2011 17:47 Edited at: 27th Feb 2011 17:54
@The Storyteller 01

Quote: "Try to ad a "bip...bip...bip..." "


We think alike I've been intending to script this one in for some time and since you've mentioned it, I'd better get going!

Quote: "-Lighting"


I agree that the lighting is quite poor. I have changed my segments to a basic colour in order for the lights to make more of an effect.

Quote: "- Room Design"


Thank you for the advice on level design. I didn't think about most of the things you mentioned, so it will help me in the future

Quote: "The grenades are useless."


Agreed and they will be removed.

Quote: "Think about giving the secure bots energy weapons (the player cant take)"



That's a good idea; will definitely consider it.

Quote: "For the room with the force field you should use a bright blue light, that gets destroyed along with the force field decals."


That was meant to happen, but I was having trouble with making the lights work :S
I'll have another crack at it.

Quote: "
Overall it's a just-so 3 out of 5 on my peronal demo scale and I'd call it "A very ambitious project that, if given enough time to get polished, could really shine"."


Well with all the bugs and imperfections in the level, that is a satisfying result!

Thank you so much for the feedback; I appreciate that somebody has gone into good/great detail in order to give their two cents about my project.

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