Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Work In Progress / [x9] Umbra of Alienus (Splatterspawn Entry)

Author
Message
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 23rd Oct 2010 20:59 Edited at: 24th Oct 2010 19:26


Qua sum ego?



Unus ianua...propinquus...



...irretitus.






Game Title: Shadow of the Alien
Genre: Adventure-sly Horrific Puzzling Short Story
Developed by: Josh Mooney
Music and Sounds by: DJ Collateral
FPSC Version 118B3
Models and Animations Created in: Truespace 7
Textures and Images Created in: Paintshop Pro

Creators Note: This is the beginning of level 1 of my splatterspawn entry. Spent a few weeks developing the story and planning out the levels. After spending a week trying to get custom level objects to work and hundreds of bugs later, I'm finally making progress. This level is a single room where there is one puzzle, open the door. I still want to add a lot to this room. I planned plants, roots, more sun crystals, sun rays, skeletal remains, old journal and equipment from a previous trapped person and other nifty objects. More to come.


"...space is where I'll fight and where I'll die."
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 23rd Oct 2010 21:06
The first post isn't in the exactly right format. I see you are an experienced user, so I'll save myself from the work of posting the rules quoted in here, becouse you can see them in the stickies.

The screenshots look awesome, and all the custom stuff looks outstanding!

JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 24th Oct 2010 00:00
...er, it does adhere to the rules with slight self interpretation. I'm not much of a conformist.


"...space is where I'll fight and where I'll die."
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 24th Oct 2010 10:44
Ok. Just sayin', but you know... I'm not a mod or anything. I'm just another mortal.

CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 24th Oct 2010 12:55
It's a guideline more than anything Metal Devil. To be honest, screens and a description are all you need...

I'm sure the mods'll forgive it when they see the awesome work on the screens.

JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 24th Oct 2010 15:42
Silicis sol solis lux lucis.





"...space is where I'll fight and where I'll die."
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 24th Oct 2010 17:21
Game looks good, can't wait to see a little bit more of it


Quote: "Silicis sol solis lux lucis.

"


Beautiful

JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 24th Oct 2010 18:00
Thanks. If it exists, does anyone know the command to increase an object's ambient light? Can't seem to find one..I'm hoping there is one.


"...space is where I'll fight and where I'll die."
Gencheff
13
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 24th Oct 2010 18:04
Very nice atmosphere.

BTW - is there any reason you are writing in Latin
I'm guessing it has something to do with the storyline,but since it's for a comp. entry I won't find out soon.

JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 24th Oct 2010 18:26
I'm actually using 3 different languages in the game. Don't worry, once you've discovered Vultus Superum you will gain an 'understanding'.


"...space is where I'll fight and where I'll die."
KeithC
Senior Moderator
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 24th Oct 2010 18:38 Edited at: 24th Oct 2010 18:40
Nice work; glad to see a TrueSpace user posting a WIP here.

Only thing you are missing from the req's is the dev name in the initial post (it may seem redundant; but there have been multiple devs on the same project before).

-Keith

JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 24th Oct 2010 19:35 Edited at: 24th Oct 2010 19:37
KeithC: Out of the many modeling programs I've used, TS seems to be the only one that doesn't have issues exporting to FPSC and DBP.

Alright, updated the first post to please the masses.


"...space is where I'll fight and where I'll die."
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 25th Oct 2010 03:51 Edited at: 25th Oct 2010 03:56
Cella subluceo tepidus...



...ego postulo subterlabor!


Creators Note: Finally got the room finished with working puzzle and door. Unfortunately can't showoff the most awesome room puzzle without giving away secrets. Now to finish the room beyond the door. Laid out, just need to add the final level "boss" Vultus Superum MUHAHAHAHA! ...and yes I double posted, so 'bleeeh!' to everyone who points it out.


"...space is where I'll fight and where I'll die."
Help bugs!
14
Years of Service
User Offline
Joined: 1st Sep 2009
Location:
Posted: 26th Oct 2010 09:57
This really looks good...

I am also in the splatter spawn comp.. I'm really going to have to lift my game to come up with anything nearly as good as this. Great work

Thanks,
Help bugs!
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 27th Oct 2010 00:03 Edited at: 27th Oct 2010 01:58
Thanks for the comments.

Looks like I'll only be able to pull off 3 levels altogether, which isn't such a big deal, the two levels I dropped did not contain any major plot points.

Though since It'll only have 3 levels, I plan to make the most out of each of them.

The first level is finished, with 'boss' room and placeholder. Right now I'm building the 'boss' mesh and will hopefully get it imported by tomorrow(hopefully working).

Here's a development screenshot:


Will post a picture of the boss room once I've gotten Mr. Vultus Superum in. Just to give you something to think about; the 'boss' head is the size of a small house.

I had a friend test the first level out and it took him 20 mins to figure out the puzzle. Not too shabby in my book. Next level puzzle is planned to be twice as long, and the third level 3 times as long, or tough, however you view it.


"...space is where I'll fight and where I'll die."
ASTECH
16
Years of Service
User Offline
Joined: 18th Jul 2007
Location:
Posted: 20th Nov 2010 20:27
This game looks great and I have to say that I'm interested.
The only thing on my mind though is if this game has english to
describe the important story elements or is it a different language?



JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 21st Nov 2010 01:21
Actually, what happens is when you meetup with the first boss you begin to understand Latin and eventual everything is in English. The first puzzle is in Latin, but it can be solved without knowing Latin, but if you are familiar with some words the first level would probably take you 5mins to complete.

Right now I'm trying to get this sucker down before deadline...I'm such a perfectionist that I can never finish anything on time.


...seriously, my sig was deleted because of 8 pixels? Oh well, no hard feelings to the mod who did it.
Wolf
16
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 21st Nov 2010 11:02
Intersting concept and creative style.


This is really something I will keep an eye on.



-Wolf

God Helps the Beast in Me!

Login to post a reply

Server time is: 2024-04-23 15:35:45
Your offset time is: 2024-04-23 15:35:45