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FPSC Classic Work In Progress / Shatterpoint Level previews

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2 Rogues
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Posted: 30th Jul 2010 00:09 Edited at: 30th Jul 2010 00:18
Developers: The Rogue Design Team


After the extremely unfortunate results of a Virus on my last pc, I decided to restart the Shatterpoint project. New Segments, new entities, same story, but different hero.

The story can be found on my last Shatterpoint post at http://forum.thegamecreators.com/?m=forum_view&t=160169&b=25

This time, you play as one of the slaves contained on the vortex hoping to break out. You also have a good friend to help you out on the missions as he has hacked into the security database.

This is all for now, I'm mainly here to show off the levels that the team has developed. As you can see, I had to retexture exactly 99 entities from the original game and make 13 custom segments and counting single-handedly.

As of now I'm looking at character and weapon designers for the game.

If you're interested in providing us with this media type, please email us at dosrogues@gmail.com

We are still looking at a totally custom approach, but that may change as we are only at phase one; the environments.

Now, for those who have grown bored reading my post, this is what you've been waiting for, the screenshots:

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2 Rogues
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Posted: 30th Jul 2010 00:11 Edited at: 30th Jul 2010 00:16
Another screen






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Heroefol
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Posted: 30th Jul 2010 00:16
Looks ggrrear . Really unique stuff.
Reminds me of System Shock a biiit.

Looking forward. The pics are rather large and not so good quality. Maby you should upload a smaller ones? My crappy computer loaded forever.. lol

2 Rogues
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Posted: 30th Jul 2010 00:20
Haha, I think you mean ggrreaat lol, thanks for your comments!
2 Rogues
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Posted: 30th Jul 2010 00:59 Edited at: 30th Jul 2010 01:02
Update, the maintenance tunnels and ducts leading from one civilized area to another.

Screen1:

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2 Rogues
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Posted: 30th Jul 2010 01:03 Edited at: 30th Jul 2010 01:04
screen 2:

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Metal Devil123
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Posted: 30th Jul 2010 09:28
I usually hate vent crawling, but that... look very Half-Life 2-ish. As in fun! And teh other screeens look amazing! I realy like, that it isn't just a another square full house. 3rd and the 1st are my favourite screens!

Butt monkey
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Posted: 30th Jul 2010 13:52
Looking nice! You've improved since last time. Everything is looking much more subtle and smooth. In the 2nd screenshot though, why are the platforms not lit up?

Also, you should consider darkening the crate with the warning stripes around the middle. It looks not bad in the first screen but seems a bit bright and out of place in the 3rd.
AbdulAhad
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Posted: 30th Jul 2010 13:58
Absolutely amazing!

Abdul Ahad
2 Rogues
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Posted: 30th Jul 2010 17:27 Edited at: 30th Jul 2010 17:28
Haha, thanks for your comments.

I found that the crate is reflecting an outdoor image as it's cube map.
I will change it to a screenshot perhaps.

The same issue with the bridge, the light color will not reflect unless in the herospec by the specular map. I will need to change the reflection to a green lit version.

I also have a new screenshot to show you of the sewage pump area you saw in the first screen.



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vortech
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Posted: 31st Jul 2010 15:09
Looks great.

Bond1: When I saw it i think pie.
2 Rogues
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Posted: 31st Jul 2010 17:33
Thanks Vortex!
Soviet176
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Posted: 31st Jul 2010 18:31
Wow holy nice level design. You guys thinking about releasing a demo ever?

2 Rogues
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Posted: 31st Jul 2010 19:19 Edited at: 31st Jul 2010 19:21
We are only at stage one of the game production meaning too early to produce a demo. We still need characters and weapons. Meanwhile, we all enjoy being "holy nice." We'll soon be releasing entity, segment, and music demos as they come.
Wolf
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Posted: 1st Aug 2010 01:42
I don't like those overshaded dynamic objects....BUT your leveldesign and architecture is brilliant! I'm looking forward to this, thats for sure!



-Wolf

God Helps the Beast in Me!
SikaSina Games
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Posted: 1st Aug 2010 02:15
Brilliant level design, but the yellow lighting looks too...urgh. I'd make it a little more orange, but not too much. And turn the brightness of it down a little so it doesn't look blinding. That's probably my only crit. You've got a great game going here . The 2nd shot looks like a small 1x1 segment by my first glance, but with a bit of concentration, it turns into a massive bridge .

-SSG

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Posted: 1st Aug 2010 02:29 Edited at: 1st Aug 2010 04:09
My thanks Wolf, your comments and suggestions make the game ever better. The brightness is at its lowest, but we use many lights to combat a "horror look." Please be honest with us folks, unless of course, your comments are vulgar. I will be sure to lower the specular power of the cubemaps on those entities. To Butt Monkey, I have been experimenting with the problems concerning the crates, and have found that a darker cubemap, and a higher-contrast texture does the trick to compensate for the brightness that the shader creates when lit. I've returned from a meeting with our musician, and he has produced 8 original tracks for every mood in the game, these include:

-Opening Credits/trailer

-Menu

-Action/adventure 01

-Action/Adventure 02

-Espionage/suspense

-Sorrow

-Ambient

-Main theme

The soundtrack is fully orchestral, so it will be a fresh change from the gratingly average Techno scores.



Until Next Time....
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Posted: 1st Aug 2010 04:11 Edited at: 1st Aug 2010 04:12
A new screen of an elaborate puzzle located in the same area as the third screen.

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SikaSina Games
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Posted: 1st Aug 2010 18:05
Now THAT is brilliant, great work here 2R .

-SSG

PW Productions
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Posted: 1st Aug 2010 18:11
This looks simply amazing, best scifi I've seen with FPSC. My criticism is that there are no light sources, which kind of doesn't help the atmosphere.


2 Rogues
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Posted: 2nd Aug 2010 19:04 Edited at: 2nd Aug 2010 19:05
There are lights, but they are not showing their effent properly. Thanks all for your crit,This locker room took me forever to get a realistic ambience for. I looked at real bathrooms and found that every box light has a different color. A disgusting pee green for most. So I altered every light individually to make a different shade of this and a yellow orange to make an amazing look for bathrooms. Heres the screen:


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Metal Devil123
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Posted: 2nd Aug 2010 22:42
I just love teh pipe looking screen! The others look great too, but for some reason, that screen got my attention. Great work!

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Posted: 4th Aug 2010 00:07
Why thanks metal devil! Which one are you talking about?
AbdulAhad
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Posted: 4th Aug 2010 09:56
Low fps in the last screen. Plus lights don't have light sources.

Apart from that everything looks fine!

Abdul Ahad
Metal Devil123
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Posted: 4th Aug 2010 14:23
Quote: "Why thanks metal devil! Which one are you talking about? "

The pipe looking round scene with the small ladders and all that stuff.


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
2 Rogues
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Posted: 4th Aug 2010 17:32
Thanks guys. Although the fpsc bloom is very efficient, It does slow the game down a considerable amount. I only use the bloom for screenshots, but when I play the game, I will have the bloom off to increase performance. No new screens for now, I'm working on the four last scenarios.
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Posted: 4th Aug 2010 18:51 Edited at: 4th Aug 2010 18:51
This is a comparison of the map editor and an in-game picture.


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2 Rogues
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Posted: 4th Aug 2010 18:59 Edited at: 4th Aug 2010 18:59
I also have a segment preview of our all custom segments:



Enjoy!

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Metal Devil123
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Posted: 4th Aug 2010 20:17
Lighting and all seems great, but there is no sources for the lights... :-(


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
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Posted: 4th Aug 2010 21:30
I believe I have already posted that I am working with applying the illumination effect to my custom light sources as well as glowing decals and will not implement them until I am successful. I have put that on priority and will not post another shot until they are completely implemented.
Metal Devil123
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Posted: 5th Aug 2010 15:13
Ah! Ok! K.O!!! Fatalaity! Finish Him!


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
2 Rogues
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Posted: 6th Aug 2010 00:35 Edited at: 6th Aug 2010 00:35
And now, I have finally finished making all custom decals to express lightrays in a more efficient way. I didn't replace the picture above because I want you to see the difference.

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Metal Devil123
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Posted: 6th Aug 2010 15:03
Saw that on TGC home page. Rated it 6 stars. Great job!


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
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Posted: 6th Aug 2010 22:18
Thank you very much for your comments!
AbdulAhad
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Posted: 7th Aug 2010 12:13
This looks great!!

Abdul Ahad
mgarand
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Posted: 9th Aug 2010 14:56
nice job, costum segments?



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
2 Rogues
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Posted: 9th Aug 2010 19:40
I may be correct that everything we are using at this point is custom. the segments are definitely custom. I have about 16 segment sets so far and may need to develop more as the game gets more complex. I have just completed adding smaller ducts branching out from the huge ducts you see in the most recent photo. because huge ducts by themselves make the environment less complex. So, as you look at that screen, you can see that the ducts look quite out of place, making the environment boxy looking. I shall post a screen soon showing what I have just explained.
2 Rogues
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Posted: 15th Aug 2010 04:25 Edited at: 15th Aug 2010 04:26
I have been working on the all new residential sector levels which play out like an rpg. Here are some screens. As I designed these levels, I thought, what is the look of a place that I don't want to be in? It helped quite alot as I succeded in a disgusting look for the environment.

First Screen:

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Posted: 15th Aug 2010 04:26 Edited at: 15th Aug 2010 04:27
Second screen:

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Nbt
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Posted: 15th Aug 2010 04:37
Nice and colourful

Those light decal things are a little overpowering though (in my personal opinion) for the level of light in the level screenshots. With that much glare I would expect nuclear fallout

loler
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Posted: 15th Aug 2010 21:46
this looks so A-W-E-S-O-M-E

Johnski
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Posted: 15th Aug 2010 22:27
This is a game worthy of BOTB well done exelent job

[img]
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Nbt
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Posted: 15th Aug 2010 22:50
Quote: "This is a game worthy of BOTB well done exelent job"

Where did you find the game demo ???
Not sure you get BOTB for screenshots

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Posted: 15th Aug 2010 23:00
There is no demo yet, as we are still at phase 1 of production. Thank you very much for your comments, which we highly encourage. It keeps us eager to continue our work.
Johnski
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Posted: 15th Aug 2010 23:18
I mean if the demo is good as the screenies

[img]
[/img]
2 Rogues
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Posted: 16th Aug 2010 01:11
Oh, trust me, we will cover alot more than level design innovations in this game. So, a demo will be difficult to come up with. This game consists of puzzles, acrobatics, shooting, tactics, basically covering most aspects in fpsc. so we'll have to find a level which has all of these aspects contained in it. I am dying to show footage of the game, but am limited to screens as it is definitely incomplete. At this moment I am looking at character and weapon developers interested in helping us out. We have sounds covered completely.

I still have the residential area complete and I must say, it will be quite a bit of fun going around, helping your friend with wiretapping as you find gadgets to help you complete the puzzles.

thanks for your comments and good luck on your games!

Rogue
Nbt
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Posted: 16th Aug 2010 12:28
Sounds intriguing 2 Rogues

2 Rogues
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Posted: 16th Aug 2010 20:54
Thanks very much for your commentary!
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Posted: 17th Aug 2010 03:24 Edited at: 17th Aug 2010 03:25
Here is a new screen of the warehouse area of the residential sector aboard the orbital facility.

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2 Rogues
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Posted: 19th Aug 2010 02:31
As of now, we are looking at ways to improve the flow of the game (environments, puzzles, glitch fixing) Also, we are looking at weapon and character designers.

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