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

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TerrorNation
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Posted: 4th Mar 2011 18:10 Edited at: 4th Mar 2011 21:48
Hello everybody!

Level 1 of ZER0 Day Virus has been completed and is ready for extra testing

LINK UPDATED
Click here to download!

On another note, the progress on the redesigned second level is coming on very well and I hope to have things finished pretty soon.
Here's another screen:

TerrorNation
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Posted: 4th Mar 2011 19:38
Here's another picture for you all!

Gencheff
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Posted: 4th Mar 2011 19:53 Edited at: 4th Mar 2011 20:01
Downloading it now.

I'll write a review shortly

EDIT - so much for that review,It's giving me an error after the loading screen.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
TerrorNation
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Posted: 4th Mar 2011 20:10 Edited at: 4th Mar 2011 20:20
What exactly is the error?

EDIT: Darn, I must have forgot to copy some file over Will have the link updated over the next half an hour
TerrorNation
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Posted: 4th Mar 2011 21:51
@Gencheff

I've fixed the error, but for some reason my lights aren't being shaded with the illuminationmap.fx (I'm guessing it's down to the fact I didn't clear out my .bin and .dbo files after switching mods )

Here's the new link!
Gencheff
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Posted: 4th Mar 2011 22:30 Edited at: 4th Mar 2011 22:32
@TerrorNation
It worked now

Now let's get on with the review, shall we?

-----------------------------------------------------------------------
1.Level Design - 4/10
-----------------------------------------------------------------------
After running the game for the first time,I was a bit let down with the poor lighting in the rooms.
One thing I did like is that you placed blue lights around the computer screens.

The level itself is a bit boring and it is very easy for the player to get lost.This lowers severely the fun factor of the game and makes the player a bit frustrated.

Segment wise,the "roof" didn't quite fit in my opinion.

The placing of the "upgrades" is a bit random,and while that may not really be an issue,tthere's not guidance for the player,which makes everything a bit problematic.


-----------------------------------------------------------------------
2.Scripting/Functionality - 7/10
-----------------------------------------------------------------------
I quite liked the functionality the player is offered.The huds seemed pretty straightforward.
The thing I didn't like was the grainy(correct term?) text and colors.That green is way too bright.
Also it's really hard to pick-up the first item , mainly due to the precission required when "aiming" at it in order for the hud to show up.
At one point I was standing half way on the chair trying to press [Enter] continuously.


-----------------------------------------------------------------------
3.Audio - 7/10
-----------------------------------------------------------------------
The Voice acting was decent.It didn't annoy me(which is rare).
I think some ambience would have benefited the game,but it's not a necessity.

The jump sound was bad.

-----------------------------------------------------------------------
4.Overall opinion
-----------------------------------------------------------------------
I guess if I have to put all of this in one sentense :
Decent,could be fun for a time killer,but overall needs a lot of improvement and attention to detail.

Hope this sounds fair to you,I'm going to save my real "review" for when the whole game is released.
Cheers.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
TerrorNation
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Posted: 4th Mar 2011 22:44
@Gencheff

Quote: "The level itself is a bit boring and it is very easy for the player to get lost.This lowers severely the fun factor of the game and makes the player a bit frustrated."


In an attempt to make the level more challenging I did not offer much aid to the player as to where they were meant to go. As a developer, I wouldn't see how this could frustrate another player as I already know my way around the levels. Thanks for bringing this up

Quote: "I was a bit let down with the poor lighting in the rooms."


I'm not sure as to why everybody says this; I quite like some of my lighting
Which parts in particular?

Quote: "Also it's really hard to pick-up the first item , mainly due to the precission required when "aiming" at it in order for the hud to show up.
At one point I was standing half way on the chair trying to press [Enter] continuously."


This is a horrible problem I have had since the conception of this level I will work on making the PCB more obvious to the player and, of course, a lot easier to pick up!

Quote: "Hope this sounds fair to you"


Definitely and thank you for your time
TerrorNation
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Posted: 9th Mar 2011 20:51
I've had a rethink on my lighting strategy and I've decided that a peach/white tone really compliments the segments well:

A small screenshot of the new lights:

Butt monkey
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Posted: 9th Mar 2011 21:25
Just be careful. There is a trade-off between that neutral lighting and atmosphere. I'd mabye lower the ambience by the smallest amount.
TerrorNation
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Posted: 9th Mar 2011 21:29
@Butt monkey

This is not finished (of course), so I will be experimenting with ambience and lighting, of which I will show the updates of
TerrorNation
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Posted: 13th Mar 2011 18:39
Another quick update (just finishing off the second level; incorporating the PCB update objective into the level over the next few days):

Gencheff
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Posted: 13th Mar 2011 19:36
Way too dark IMO.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
TerrorNation
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Posted: 13th Mar 2011 19:49
@Gencheff

I was meant to put a light source in the other corner of the room but I didn't do it before taking the screenshot (the room IS too dark so that is next on my agenda to fix).
TerrorNation
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Posted: 16th Mar 2011 21:20
Increased the luminance of the room, but still a few penumbras here and there:

TerrorNation
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Posted: 20th Apr 2011 21:07
Hello again!

Recently I've been combing through the majority of the pesky bugs scattered over my levels, and I also have a few more screenshots for you all to see:







Enjoy!
TerrorNation
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Posted: 25th Apr 2011 18:11
UPDATE:

I have been transferring my plans on paper for level 3 into FPSC, and here are some of the very early screenshots from the environment.

There is clearly still a lot of work to be done on this



TerrorNation
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Posted: 27th Apr 2011 00:44
Another small update (they seem to be coming in twos now; will be in greater depth and detail in a few days)



TerrorNation
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Posted: 30th May 2011 17:39 Edited at: 30th May 2011 17:46
I'm back after a few weeks of nothingness; I've been too busy recently to work effectively on FPSC, but I have resumed work this weekend, and here are a few shots from later on in level 3:





Payam
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Posted: 30th May 2011 21:41 Edited at: 30th May 2011 21:42
The only think is really needed and important is to make new weapon huds because EAI's huds are just showing weapons with white edges and if you see the games from last 8 years most modern games have modern huds which are not like what you have.
If you want you can come to my topic and see my new huds which has made by my friends.(There are some city screens with EAI's huds but after that you can find new ones.)
http://forum.thegamecreators.com/?m=forum_view&t=184035&b=25&p=0

Have our guns was a mistake!!!

I am PaYaM
TerrorNation
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Posted: 31st May 2011 12:42
I am fully aware that my HUDs are not very good. Of course, I will modify them in the future, but for me right now, the most important thing is to make sure my levels are fun to play through before I get to the graphical nitty-gritty.
TerrorNation
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Posted: 26th Jul 2011 17:14
With progress on the environmental structure of Level 3 drawing to a close, here are some screenshots showing progress of the finishing touches, including a few new shots from the beginning of the fourth level.

No changes to the HUD as of yet; still to come.













AbdulAhad
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Posted: 26th Jul 2011 17:21 Edited at: 26th Jul 2011 17:38
Really repetitive mate.

Add lights, you don't want the player to get lost in the dark!

Last screens look good though!

Abdul Ahad

TerrorNation
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Posted: 26th Jul 2011 17:23
Quote: "Really repetitive mate. "


My maps?

Quote: "Add a lights, you don't want the player to get lost in the dark! "


Yeah I've been playing around with the balance between light and dark, and I was thinking it was a bit too dark at certain points in the level

Thank you for the feedback!
AbdulAhad
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Posted: 26th Jul 2011 17:37
Yes, I think because of the usage of the same segment.

Add me on msn if you need any help regarding basic gun rigging!

Abdul Ahad

TerrorNation
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Posted: 26th Jul 2011 17:44
I will remember your offer for rigging, and if I ever need help, I will ask you


Do you think that changing the segment type mid-level is a sensible choice, because I was contemplating it at one stage?
TerrorNation
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Posted: 19th Aug 2011 01:29 Edited at: 19th Aug 2011 01:41
Hello again!

Here's another small update (more to come over the next few days; probably including improved HUDs (at last!)):









Enjoy!
Butt monkey
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Posted: 19th Aug 2011 22:35
Your lighting is getting better, however, do you have full lightmapping and shader effects on? What lightmapping quality have you set in the setup.ini? I think that the game would really benefit from some improved lighting.

The main problem I have is that the overall look of the game is a little bland, mainly due to the way the lighting and ambience are balanced. If you are using fulling lightmapping and shader effects, you should increase your lightmapping quality to get some nicer shadows (I think 20 - 30 is good), perhaps drop the ambience by a fraction to emphasize your lighting and perhaps even add the smallest amount of bloom if you can (although not so sure about that one - you'd need to test). You should also add shaders to your lights so that they look like they are actually on.

I think the game looks good, but would really benefit from some little touches like those above. Also, if you increase your lightmapping quality and get some nice shadows, consider your entity placement in relation to your lighting. Add entities that cast interesting shadows and use these to give your rooms a more atmospheric look and feel.

If increasing the lightmapping quality, using full lightmapping and turning shaders on make testing your game an absolute pain, perhaps you could increase them for one test so that we can see the final look of the lighting etc.
TerrorNation
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Posted: 20th Aug 2011 12:22
My computer is to blame for all the above. I have a 4 and a half year old laptop (which I hope to replace next month) which has an outdated 1.0 GHz AMD processor, 893 MB of RAM and only 128MB of VRAM on my Graphics Card, that only supports up to Shader 2.0, which is a real downer because I planned on using TiTaniUm's segment pack until I realised it was using Bond's PS3 shader.

As for lightmapping, I have to keep it low (512 tex size and 20 tex quality) so that I get more than 10 FPS when I test my game

Thank you for the feedback!
TerrorNation
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Posted: 26th Aug 2011 21:01 Edited at: 26th Aug 2011 21:03
Hello everyone, I've got something new screenshots for you all:





The Storyteller 01
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Posted: 26th Aug 2011 23:56 Edited at: 27th Aug 2011 00:00
Usually I don't propose to buy certain Model Packs unasked, but your game could profit a lot from Cosmic Prophet's SciFi 4

The animated computer screens would go great with your PCB concept, and the whole map could display shaders then.

An of course its good to see you are still working on the game, which definitely is on my watch list

In case you find my grammar and spelling weird ---> native German speaker ^^
TerrorNation
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Posted: 27th Aug 2011 15:00
I will consider investing in the model pack in the future, because sometimes I do feel I am low on sci-fi entities and the like. However, I probably will keep it on hold because if I buy any model packs that need a GPU that supports PS 3.0+ I won't be able to use the shaders due to my aged computer(s)

Quote: "An of course its good to see you are still working on the game, which definitely is on my watch list "


Thanks
TerrorNation
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Posted: 26th Sep 2011 16:29 Edited at: 26th Sep 2011 16:33
Back to work, all with a new and improved computer! Getting very good FPS and no crashes






Enjoy!
TerrorNation
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Posted: 30th Sep 2011 18:36 Edited at: 30th Sep 2011 18:37
A nice new video for you all to watch is attached below:

Click here for the video.

Just a short walkthrough of Level 5. More details found in video description.
TerrorNation
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Posted: 18th Oct 2011 23:32
Hello again everyone!

I have (hopefully) ironed out all the bugs and completed the playable first level for the game. The link is attached:

Download Here!

If you find any bugs or problems, please do not hesitate to comment on the thread!
TerrorNation
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Posted: 19th Oct 2011 21:05 Edited at: 20th Oct 2011 00:11
Here are some new screenshots of more progress in development:












And most importantly - Introducing new Serum Powers: Starting with CryoVoice. Now possible to freeze enemies in live combat.

Metal Devil123
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Posted: 19th Oct 2011 23:58
Every screen goes to "404 Page not found" message when I click to enlarge them

TerrorNation
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Posted: 20th Oct 2011 00:11
Yeah I left a trailing '/' at the end of each URL.

Now fixed
kulet
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Posted: 27th Oct 2011 05:58
Hi there, I love the huds and the level design, however, if you could improve the lighting a bit to make the quality better, it will make your game really great! But all in all, good work and keep it up!

-kulet


click the banner! =)
TerrorNation
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Posted: 29th Oct 2011 01:36
@kulet

Thank you for your helpful feedback.

@Everyone

Some new screenshots for you all!



















Enjoy!
TerrorNation
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Posted: 1st Nov 2011 23:45
I've been hard at work trying to make every level fully playable and enjoyable as possible, and here is a little download for you all:

ZER0 Day Virus Level 2 Download
TerrorNation
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Posted: 18th Nov 2011 22:54 Edited at: 18th Nov 2011 22:55
More screenshots follow:


















Comments are always welcome!
TerrorNation
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Posted: 20th Nov 2011 23:15 Edited at: 20th Nov 2011 23:17
Hello everyone, here are some more images from some of the new levels coming up in ZER0 Day Virus:






TerrorNation
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Posted: 4th Dec 2011 00:25
Got some more images for you all to check out!







Metal Devil123
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Posted: 20th Dec 2011 07:13
Looks cool, the hud design is nice, could use some transparency though, in my opinion. Just make it even a tad semi-transparent and see if it works any better

TerrorNation
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Posted: 23rd Dec 2011 16:35
@Metal Devil123
Hmm, I'll have a look at playing around with the transparency to see if it makes a great difference. Thanks for the idea!

Now here are some new screenshots from level 3!






TerrorNation
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Posted: 3rd Jan 2012 00:07 Edited at: 3rd Jan 2012 00:09
Happy New Year everyone!

Been to work, and here's a new YouTube video showing the walkthrough in level two!

As a side note, do any of you know any good, free screen recorders? You will be able to tell from the quality of my youtube video that I am yet to be unsuccessful in finding one myself.

TerrorNation
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Posted: 19th Jan 2012 23:19
Hello once again! I've got a new video for you all which basically shows how the development on Level Three is getting along.



Please remember to leave feedback if you wish to!
Leongamerz
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Posted: 23rd Jan 2012 06:38
Wow looks good.Nice design and atmosphere and I really like that HUD.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

TerrorNation
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Posted: 5th Feb 2012 18:21
Quote: "Wow looks good.Nice design and atmosphere and I really like that HUD."


Thank you for the positive comments

Here's some more pictures showing recent progress in development of ZER0 Day Virus:









gozzy1999
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Posted: 6th Feb 2012 18:48
Do you own a copy of X10 or Do you own Z-mod for the chugshot?

''Make sure your hands are clean before you point the finger''

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