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FPSC Classic Work In Progress / [LOCKED] [x9] Seclusion WIP

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bruce3371
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Posted: 20th Oct 2010 19:35 Edited at: 20th Oct 2010 22:08
Thanks Nbt, in my last post I said I was going to replace the flint with the stone textures, that was only partly true,

I actually decided to use a combination of the stone for the main passageways and the normal ones (with the small brick type textures) for the rest.

I also realised that after all that I said about the London sewers, the flint really wasn't suitable, hence the decision to change them

I'll take a look at that texture later, right now I'm having hard drive problems which need sorting. Good job I've got everything backed up lol

Quote: "made by a complete idiot"


Stop selling yourself short, those London and Office packs are the dog's proverbials!

I've tried out the texture you gave me and it looks great, just like the London sewers! I noticed with your normal (small brick) sewer segments you have two textures; sewerwallsgreen and sewerwallsgreening. The first one is for the walls, floor and ceiling of the normal sewer room segments, the second is for all the other segments eg sewer ceiling ends, pillars, dividers etc etc.

I was wondering, how do I edit the new texture to fit all the segments that the second one fits? I've tried it in game, and the layers of bricks are the wrong way round; how do I flip the texture around so that it fits?

(Edit) Nevermind, I found out how to do it in paint.net

bruce3371
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Posted: 22nd Oct 2010 23:52
Quote: "I'll take a look at that texture later, right now I'm having hard drive problems which need sorting."


Oops! The problem is more serious than it first appeared.

The hard drive with my Win XP partition has now totally failed, fortunately I've been able to back everything up, including all my Seclusion WIP files.

I am currently having to use my Ubuntu Linux partition, so I am still able to do my day-to-day computing tasks.

However, until I can afford to buy a new hard drive to re-install my Win XP partition on, my game's development is on hold .

This is a huge disappointment to me as I was making really good progress with it and I will lose all the momentum I had gained.

I will still be visiting the forums, checking on the progress of the games I have shown an interest in, I just won't be able to show any updates of my own.

Many thanks to all the people who have shown an interest in my game; it will be completed once I am able to solve my hard drive problem. This game is not dead or cancelled; it still lives (albeit in my head at the moment lol).

anayar
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Posted: 23rd Oct 2010 03:30
Damn! Why are all the games I actually like dying?

Im sorry to hear that Bruce... I was really hoping to play this once it was done... Well, hopefully you will be able to finish it soon. I think I have an old 80 gig'er lying around in my basement. If I can dig it up, would you mind if I sent it to you?

Cheers,
Anayar


For KeithC
D0MINIK
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Posted: 23rd Oct 2010 03:51 Edited at: 23rd Oct 2010 03:52
Ouch

Let's hope all your backup files will be alright!!

Good luck mate

bruce3371
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Posted: 23rd Oct 2010 06:21
Quote: "Why are all the games I actually like dying"


Don't worry, it's not dead, just on hold. I know a lot of WIPs end up either dead, on hold, or cancelled due to 'hard drive failure'. I suspect that sometimes this is just a poor excuse that people use when they lose interest.

However, I give you all my word, this WIP is not dead. My hard drive genuinely failed. It was my own fault, the signs have been there for a while, the most obvious of which was the dreaded 'clicking noises of death'!

Quote: " I think I have an old 80 gig'er lying around in my basement. If I can dig it up, would you mind if I sent it to you?"


Thanks! If it wasn't for the potentially high postage costs, I would take you up on that extremely generous offer!


Quote: "Let's hope all your backup files will be alright!!"


Quote: "Good luck mate"


Thanks, on both counts. Fortunately, all my back-ups are on a separate hard drive, on a separate IDE channel, so I haven't lost any data!


In case you're all wondering why I don't just partition up a single hard drive, there are a couple of reasons why I don't;

First, I have WIN ME on one drive, for playing old games and which is formatted as FAT32. My Win XP partition (the one that has failed) was formatted as NTFS and therefore can't be re-installed on the same drive as the Win ME partition. The 3rd hard drive is my back-up drive and also has Ubuntu Linux in a hidden partition.

Second, it's a matter of personal preference. I don't like partitioning up single hard drives if I can avoid it. I believe I get better performance and reliability with my partitions on separate drives. The only exception to this is having Ubuntu on my back-up drive.

AbdulAhad
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Posted: 23rd Oct 2010 09:22
Sorry to hear about your hdd dieing. Hope it gets fixed soon!

This was I think the first stock-ish game I really really liked, keep us updated.

Abdul Ahad
bruce3371
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Posted: 23rd Oct 2010 15:24 Edited at: 23rd Oct 2010 17:53
Thanks Abdul, I'll keep you all posted. I'll be spending most of today looking at prices for hard drives.

I'm eager to get this sorted a.s.a.p. so that I can resume the game's development

[Edit]I've Just tried to install FPSC through Wine, but it didn't work. It installed ok, but didn't run. I suspect it's because of the poor DirectX support in Linux.

Oh well, back to looking at hard drive prices :S

bruce3371
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Posted: 26th Oct 2010 02:03 Edited at: 26th Oct 2010 02:04
Quick update; Good news! I managed to get hold of a replacement 160Gb hard drive for a very good price, ie free, from a friend who had a spare!!

Once I've finished re-installing everything, I can resume my game's development!

Thanks for everyone's support, it really encouraged me and has made me determined to get this game completed.

As soon as I'm ready, I'll post some screenshots of the work I had done to the sewer level before my hard drive failure

anayar
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Posted: 26th Oct 2010 02:23
Oh, Man... you have no idea how happy I am ... No seriously, its great that this is back. I guess ill have to find another use for this 80 giger then

Cheers,
Anayar

P.S: Keep us updated alright?


For KeithC
bruce3371
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Posted: 26th Oct 2010 02:35
lol that's great to hear Anayar!

As I said in an earlier post, I would have taken you up on your offer, but I didn't want you to have to pay a big chunk of postage fees.

Thanks anyway, your kind offer was one of the things that encouraged me to get it sorted as quickly as possible!

As for your 80 giger, you could always do what I do and dual boot with Ubuntu Linux!!

As soon as I've finished writing this reply, I'll start the process of re-installing everything and restoring all my back-ups. Hopefully I should be finished by Wednesday. Then I'll post those screenshots I mentioned.

anayar
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Posted: 26th Oct 2010 19:08
Nah, I dont need another OS. I have 2 laptops, one running Windows7 and the other running Red Hat Linux. The PC I use for game dev. and graphic design is an amazing PC that I hand-built (actually cost me less than a new one ). 2TB Drive and 16GB RAM, and a 20" inch screen.... cant ask for anything much better than that. What id realy like to try out is one of the new Mac's desktops with those 22" inch screens.... man that would be cool to work on...

Sorry, I didnt mean to go off topic there... just get all excited when i start talking about computers . How's the re-install coming BTW?

Cheers,
Anayar


For KeithC
AbdulAhad
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Posted: 26th Oct 2010 19:38 Edited at: 26th Oct 2010 19:42
Great news!!!

By the way if you need any gun rigs, I'm here

Abdul Ahad
bruce3371
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Posted: 27th Oct 2010 04:44
Quote: "just get all excited when I start talking about computers"


lol I know what you mean, I do as well. Like you, I self built my PC, only mine is a lot less capable than yours and only just able to run FPSC with full light mapping!

I'm having a couple of problems re-installing everything. For some reason my motherboard doesn't like boot-able cd-roms. Normally this isn't a problem as I use boot-able floppies to install Windows with. However, for some reason, my floppies have gotten corrupted so I have lost the ability to install Windows using them.

Fortunately, I have some Partition Magic boot disks so I am going to try to use those, see how far I can get.

I guess it serves me right for having such a complicated multi-boot set up! Normally I have Windows ME on the 1st hard drive, Windows XP on the 2nd hard drive, and Ubuntu Linux on the 3rd hard drive. At the moment however, I am just using Ubuntu on the 1st hard drive due to the problems I have been having. This is why re-installing Windows has proven to be so tricky!

I'll keep you all posted as I make progress, bearing in mind that during the actual re-install I won't have Internet access!!

anayar
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Posted: 27th Oct 2010 15:36
Good Luck .... Hope everything works.

Cheers,
Anayar


For KeithC
bruce3371
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Posted: 30th Oct 2010 05:27
Quick progress report; I've finally finished re-installing my Windows XP partition! I was able to get hold of a new set of setup floppies, so I've now used them and put them away somewhere safe, away from magnets (in the shape of PC speakers!) and mobile phones lol

Now I just need to re-install FPSC and restore all my media back-ups and my maps, then all should be ready to get back on track with this game!

When I'm ready, I'll post those screenshots I keep promising lol

bruce3371
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Posted: 31st Oct 2010 01:22 Edited at: 31st Oct 2010 01:25
At long last, here are the promised screenies of the changes I have made to the sewers in level 5!

I used a new brick texture that Nbt gave to me. IMO the sewers now look more like London's Victorian sewers, as I originally intended. I've played through the level and as far as I can see, there is little or no texture stretching anymore.

Here are the screenies;







What do people think? Is the brick texture an improvement over the previous flint texture?

C & C welcome as ever.

Butt monkey
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Posted: 31st Oct 2010 12:28
See, that looks much better. It's a vast improvement on the last textures.

I'd mabye darken the colour of the pipes and add rust to them. They look a little too clean at the moment.
AbdulAhad
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Posted: 31st Oct 2010 13:23
The screens look great!!

Butt monkey's right about the textures. And yeah re-texture the pipes to a more rusty look.

Abdul Ahad
bruce3371
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Posted: 31st Oct 2010 18:08 Edited at: 31st Oct 2010 18:09
Thanks guys.

@Butt monkey, you were right all along! But then that's the reason I always ask for C & C, so that I can learn and improve

I'm currently thinking of changing the texture on the stairs to match the rest of the sewers, then I'll take a look and see what I can do with those pipes

anayar
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Posted: 1st Nov 2010 05:46
Great to see you back in action Bruce

Really liking the new screens (what an improvement)! But I'd also take butt monkeys advice...

Cheers,
Anayar


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bruce3371
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Posted: 1st Nov 2010 18:00
Thanks Anayar

I've changed the stairs to match the rest of the level, but I've noticed that the treads of the stairs are the wrong way round. How do I edit them so that only the textures on the treads are flipped around?

At the moment, getting the stairs looking right is the priority, because when I play throught the level, IMO they stick out more than the pipes do.

Once I've sorted the stairs, I'll do like you've all suggested and take a look at grunging up the pipe textures.

Butt monkey
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Posted: 1st Nov 2010 19:31
Are you using Gimp to edit the textures? It has flip/perspective tools that you could use to flip the treads. Gimp is a great program and best of all, it's free!
bruce3371
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Posted: 1st Nov 2010 19:44
I use Gimp and Paint.net. I've already flipped the texture through 90 degrees.

The problem is, the stairs only have the one texture and when I flip the texture itself, the treads face the right way, but the rest of the stairs are now wrong!

What I need is to find a way of only flipping the texture on the treads and leave the rest of the stairs as they are.

anayar
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Posted: 1st Nov 2010 20:09 Edited at: 1st Nov 2010 20:10
Youll have to rectangle select just the parts of the texture that correspond with the the treads. Its a bit of a pain, but I dont think there is a way around it

Cheers,
Anayar

EDIT: If you send me the texture I can try for you


For KeithC
bruce3371
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Posted: 1st Nov 2010 20:57
Thanks Anayar, email sent lol

Nbt
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Posted: 2nd Nov 2010 15:28
Editing the texture won't help you Bruce.

Here are some new stairs (attached) and texture to (hopefully) go with the your sewer.

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bruce3371
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Posted: 2nd Nov 2010 17:37 Edited at: 2nd Nov 2010 18:27
Thanks Nbt, once again you've come to my rescue lol. I've put it in my level and it looks the business. I especially like the stains you've put on it, they go with the rust textures I put on the pipes (the sreenshots show the original textures)

Here's some more screenshots, with the new stairs and rusty pipe textures, a shot of the main shaft to the surface and a shot of the water area.







The shaft has wall ladders and is climbable all the way to the top (I've tried it, it takes a lot of good timing and reflexes, but is possible) where there is a secret area with health and ammo pickups.

The skeleton in the water area, although a bit out of place, is there because of my odd sense of humour!

Gencheff
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Posted: 2nd Nov 2010 21:32
I like the story on this.

The level design seems nice.
The stairs look like an interesting challenge,however I doubt someone would be crazy enough to place them like that .

Do you plan on adding some sort of underwater challenge,where the player has to swim to a certain point,to not drown.You know,like Half-Life 1?

In case you decide to add this,I could supply some scripts to limit the players breath and such.

bruce3371
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Posted: 2nd Nov 2010 22:18 Edited at: 2nd Nov 2010 22:19
Quote: "I like the story on this."


Thanks, I wanted to make a sci-fi game that wasn't your usual FPSC zombie mash-up!

Quote: "The stairs look like an interesting challenge,however I doubt someone would be crazy enough to place them like that"


Two reasons why the ladders in the shaft (I think that's what you're referring to?) are like that; 1, like you said, so that they're a challenge, and 2, it doesn't work when I put them all in a straight line upwards.

I think it's to do with FPSC's lack of proper support for vertical ladders? Because you have to make an invisible slope in front of a ladder, when you reach the top of the first section of ladder, you end up underneath the bottom of the next section of ladder, where the invisible slope sticks out above you, preventing you from getting any further upwards.

I'm willing to be corrected however. If someone has made a vertical ladder that can be arranged in a continuous line upwards over mulitple layers, and you can point me in the right direction, I'll rearrange the shaft and add some other kind of secret area challenge (perhaps an underwater one as you mentioned?)

Gencheff
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Posted: 2nd Nov 2010 22:22
I'm aware of those slopes that make the ladder effect.I've had that problem. My solution would be to remove the slope from the ladders and create a seperate slope 3 story high as an entity.

As a matter of fact,wait a few minutes,I'll supply one right away

Gencheff
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Posted: 2nd Nov 2010 22:31 Edited at: 2nd Nov 2010 22:58
Here you go,a 5 segment high slope by 1/4 width of a segment (75 degree angle,works).
Hold Shift + 5/6 to rotate the angle
Tell me if you need it wider.

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bruce3371
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Posted: 2nd Nov 2010 23:32 Edited at: 2nd Nov 2010 23:33
Thanks Gencheff, I tried it in the level, the width is fine, but the slope itself takes up too much room.

Is 75 degrees the steepest that is allowed? The problem is that the bottom of the slope needs to be placed a full segment away from the bottom of the ladder, whilst the top of the slope goes into the next segment 1 level below where I need it to end. Does that make sense?!

I don't want to spend too long on this, it's only a minor part of the level. I might just forget about having a climbable ladder going to a secret area and just have the shaft as a cosmetic part of the level.

I'll probably need to think of some other secret area challenge, like I said, maybe using a water area.

(Edit) Oops, sorry, didn't see your rotate edit, whilst I was writing that pmsl! I'll go and have another go at it!

Gencheff
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Posted: 2nd Nov 2010 23:35
an angle of 85 works.I tested it and placed it around 1/5 of a segment away from the ladder.It doesn't look weird,and it does the job.
In fact the player hooks up onto the slope of the fifth ladder.

Like I said, Shift+5/6 and you'll get it

GL

bruce3371
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Posted: 3rd Nov 2010 00:31
Thanks Gencheff, that worked I'm going to leave that level as it is now and have an underwater challenge in one of the levels of episode 2 or 3.

bruce3371
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Posted: 7th Nov 2010 21:35
Tomorrow's a big day for this game, I'll be attempting another build of episode 1. The last build was a while ago before I made all the changes to level 5 and there were a few bugs that I had to iron out.

Hopefully, this time there won't be any bugs and I can move on to learning how to make custom characters for the game. If all goes well, I'll post a video of some gameplay on my YouTube account and post the link here

bruce3371
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Posted: 12th Nov 2010 18:40
Another quick update; I didn't get round to attempting another build of the game.

There was a couple of reasons for this; I've been trying out Scene Commander's 'Speedier Mod' to see if I can increase the FPS for a couple of the levels. So far his mod seems to be doing just that. I recommend people try out his mod, but it's still in beta, so he needs to know about any bugs and any increases in FPS that people are getting.

I've also been doing a few tweaks and minor changes here and there, expecially in level 5. For some reason I seem to be spending more time on level 5 than all the others, I think it's because it's my favourite level and I want it to be as near to perfect as I can get. I'll probably need to spend some time on the other levels to get them up to the same standard!!

I'm enjoying the level building aspect of the game's developement so much, that I've decided to go ahead and build the other 2 episodes. I'm going to leave custom characters right until the end and in the meantime I'll use 'placeholder' characters for important voice-over events.

bruce3371
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Posted: 14th Nov 2010 19:56
I'm starting to feel like I'm talking to myself *watches tumbleweed blow past*.

Anyway, here's a link to a YouTube video of a slideshow of in-editor screenshots. It shows the 5 completed levels of Episode 1.

http://www.youtube.com/watch?v=Ml9_yzGypiA

Please take a moment to watch it and leave c&c, thanks

Nbt
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Posted: 14th Nov 2010 20:26 Edited at: 14th Nov 2010 20:26
bruce3371
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Posted: 20th Nov 2010 02:47 Edited at: 20th Nov 2010 02:48
I've made another update to the first post to reflect the progress I've made.

I've also mentioned that I'm now using Scene Commander's 'Speedier Mod' to increase the game's performance;

[href]http://forum.thegamecreators.com/?m=forum_view&t=177429&b=21[/href]

This will be the last update for a while, I'm just going to concentrate on the game's development.

The next update won't be until Episode 1 is ready for release. Please don't ask for a release date, it will be 'Done when it's done'

bruce3371
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Posted: 25th Nov 2010 18:28
I know I said I wouldn't be updating until release, but this project is temporarily on hold while I beta test for Scene Commander's Wasp Mod.

http://forum.thegamecreators.com/?m=forum_view&t=178118&b=21

The game's not cancelled or dead, just temporarily on hold.

anayar
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Posted: 26th Nov 2010 01:11 Edited at: 26th Nov 2010 01:14
I was looking forward to seeing this finished (don't worry, I've always been reading this thread, just haven't posted...)

...

Cheers,
Anayar


For KeithC
Butt monkey
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Posted: 26th Nov 2010 01:29
As was I...
bruce3371
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Posted: 26th Nov 2010 02:38 Edited at: 26th Nov 2010 02:43
Thanks guys, but like I said, it is only temporary. Don't worry, it will get finished, but I'm concentrating on testing Scene Commander's mod for now.

I'm really hoping his mod will be a success, because, in the long run it will help me with my own project, as the mod is designed to increase FPSC's performance on lower end machines.

P.S. I've sent you an email Anayar, I know about your leg, so I don't expect a reply straight away

P.P.S. I used my hotmail account to send the email!

bruce3371
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Posted: 30th Nov 2010 02:23
Right then, I'm starting to get excited again! When I've had spare time between beta testing for Scene Commander, I've been putting together the finishing touches for Episode 1.

I recently bought 2000 Game Creator Store points and bought a load of media, including the scientist character that I've been needing for level 2!

I'm now another step closer to building the first beta version! However, I need to wait for the final release of both FPSC version 1.18 and Scene Commander's Wasp Mod which my game will be using.

As soon as the final versions of these are released, I'll build the beta version and send the game files to my Play Tester

All going well (depending, in part, on 1.18 and Wasp Mod) the official release will be sometime early in the new year (Uh oh, famous last words lol).

anayar
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Posted: 30th Nov 2010 02:25
Sweet!!! Finally almost done... doesnt it feel great?

Quote: "As soon as the final versions of these are released, I'll build the beta version and send the game files to my Play Tester "

Play tester... hmmm, who could that be

Cheers,
Anayar


For KeithC
bruce3371
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Posted: 30th Nov 2010 19:12 Edited at: 30th Nov 2010 19:16
Remember, this is just the 1st episode, there's still episodes 2 & 3 to be done lol

Quote: "Play tester... hmmm, who could that be"


hmmm, some talented model maker dude, can't remember his name though lol

Nbt
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Posted: 1st Dec 2010 06:19
Quote: "hmmm, some talented model maker dude, can't remember his name though lol
"


Nbt!! it's only 3 letters long and you still have a hard time remembering it






bruce3371
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Posted: 1st Dec 2010 18:02 Edited at: 1st Dec 2010 18:08
lol @ nbt, how can i forget the name of my lighting/shader advisor and custom sewer media creator?

bruce3371
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Posted: 4th Dec 2010 05:18
Another quick update, just because I'm chuffed with myself lol!

I bought bond 1's scientist and surgeon characters from the tgc store. I'm using them both in my science lab level (obviously lol).

Anyway, I needed them both to talk to the player, but being unarmed, they can't normally be used that way. So what I did, was to adapt the entitie's .fpe files, to effectively turn them into talkers.

I also needed the surgeon character to give the player instructions, which in turn would open a remote door when he finishes speaking. This was a bit easier to do, all I did was to adapt Conjoured Entertainment's 'talkthenshoot' script so that it is now a 'talkthenactivate' script.

The whole sequence, from being given instructions about what to do by an npc, to causing the 'cascading explosion' mentioned in previous posts, now makes far more sense and flows far better gameplay wise!

bruce3371
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Posted: 12th Dec 2010 18:29 Edited at: 12th Dec 2010 18:36
Some important news; Ive made a decision about how exactly the game will be completed and released.

The 1st 5 levels will be released as shareware when they are completed.

The rest of the game will be sold as a full 15 level game.

I'm currently looking into methods of selling it.

As for progress, I'm still going through the final stages of tweaking the 1st 5 levels, and as soon as 1.18 final is released, then I'll be sending it to my game tester, then depending on the results of the testing, hopefully, like I said in an earlier post, the (shareware) game will be released sometime early next year

After that I'll continue working on the rest of the full game.

I've edited the 1st post to reflect these decisions.

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