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FPSC Classic Work In Progress / [LOCKED] [x9] Dark house WIP

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rolfy
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Posted: 3rd Jan 2011 15:59 Edited at: 8th Oct 2011 01:54


You are a simple enough guy who has never had anything unusual happen in your life, if anything you lead the most mundane existence working as a clerk for a shipping company.
Your girlfriend's long forgotten uncle Rastus passed away and left a large if somewhat decrepit house behind. Being his sole heirs she and her brother inherited the house called Bosley Manor.

She left you a note:
Darling David, Jack and I have to go tie a few things up with the Manor, if all goes well maybe you would like to come down and have a few drinks with us in the Slaughtered Lamb before we return, hope to have everything sorted within two days, will give you a phone then.

Alex xx

This was over a week ago and nothing has been heard since, you decide to head down there yourself to see whats going on.

Uncle was a master toy maker who lost his wife and daughter in a car accident, he wanted his little girl back, so he created a life size doll and using an occult ritual tried to place her soul in it, but something else got in. The house is strewn with his creations which she has made her own.
Pinnochio eat your heart out.

Decided to treat myself and just do a straight up Horror.

First level: The graveyard.

Who says you cant maintain a decent FPS with outside areas? Believe me this laptop sucks.




Full collision terrain, old and new enemy characters.

I intend to put all the usual bells and whistles into this game, it wont be epic with 100 levels but I hope to go for quality over quantity.

Attic level Demo

Interactive mode: Press 1
To equip weapon: Press 2
If you find a specimen jar: press and hold Right Mouse Button to replenish health.
Click on handle to open/close doors and drawers.


Specimen Jar

Dark House Demo

Music: Darkness Falls and additional sound f/x by Nickydude.

Bejasc3D
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Posted: 3rd Jan 2011 16:04
Looks great Rolfy!
I especially like the second screen.
Will the house be explorable
rolfy
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Posted: 3rd Jan 2011 16:06
You will enter the house through the catacombs found underneath a crypt in the graveyard, so yes the house will in fact be the main theme, this is just the intro.
Bejasc3D
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Posted: 3rd Jan 2011 16:08
Awesome
Cant wait to read/see more on this.
I like the skybox you are using too, that with the ambiance really sets the feeling of a horror
rolfy
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Posted: 3rd Jan 2011 16:20 Edited at: 3rd Jan 2011 16:25
All shadows are baked and only ambience is used, this way I wont run into the 2Gig memory cap. I did try a light in this scene and yup it crashed.......
The entire scene is set up in Max and lit then baked in there before bringing it into FPSC. Its a lot slower and more work than using lightmapping but improves appearance and as said.... no memory cap.

You see a LOT more detail in-game compared to screenshots.
Wolf
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Posted: 3rd Jan 2011 18:08
Well...this is downright awesome!

I like the way you match the skybox with the actual scene, very well done!

You seem to have a thing with skyboxes anyway,eh?

My only crit would be the treeline. Its too pixelated in my opinion, but hey! This is pure gold for FPSC. (and an Indie Game in general)

Can't wait to see more

Quote: "Who says you cant maintain a decent FPS with outside areas?"


People that are allergic to intelligence.



-Wolf

God Helps the Beast in Me!
LandShark
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Posted: 3rd Jan 2011 18:22
Thats second screenie is awesome! Keep up the good work!
Cyborg ART
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Posted: 3rd Jan 2011 18:29
Looks great!
I believe this can turn into something good

xplosys
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Posted: 3rd Jan 2011 18:49
Quote: "You will enter the house through the catacombs found underneath a crypt in the graveyard"


Wow, lucky for you there was a graveyard near the house! It looks great, just the kind of place I want to explore.

Brian.

... and the band played on.
bruce3371
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Posted: 3rd Jan 2011 19:03
This makes me want to play Clive Barker's Undying all over again lol

I like the way you use only ambient light for atmosphere

Seth Black
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Posted: 3rd Jan 2011 19:19
...very compelling, rolfy.

I very much look forward to playing this!

Kudos.

rolfy
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Posted: 3rd Jan 2011 19:34 Edited at: 3rd Jan 2011 19:39
Quote: "My only crit would be the treeline. Its too pixelated in my opinion,"

Absolutely.Will fix that
Quote: "
I like the way you match the skybox with the actual scene, very well done! "

That particular skybox is from my environments pack and shows how easy it is to build your scene and with a little tweaking you can match it all toge......blah....I'll shut up now.

Quote: "Wow, lucky for you there was a graveyard near the house! "

LOL, actually a lot of old manor houses do have their own small graveyards, just maybe not as large and right at the front door like this one, but hey! its only a game and FPSC wouldnt let me put it further away

Quote: "I like the way you use only ambient light for atmosphere"

The shadows are baked into the model textures you only need ambient lighting.





Thanks for all comments and crit.
mgarand
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Posted: 3rd Jan 2011 19:52
hey rofly, great work there! my only question, how do you get no collision problems with it when everything is set up in 3ds

rolfy
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Posted: 3rd Jan 2011 20:17
Good question.
Its simple really, all models are separately created and exported, the scene is built in Max much the same way as in FPSC.
The terrain is...again....from my environment pack and already been sliced up for export, just had to re-texture it for the environment required and add some blue ambient light in FPSC to match it all up.

Max screenshot of baked texturing.
mgarand
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Posted: 3rd Jan 2011 20:23
it looks perfect, great design. Thanks for the answer

The Storyteller 01
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Posted: 3rd Jan 2011 23:42 Edited at: 3rd Jan 2011 23:43
I absolutely LOVE that Max terrain pic.

It's like for a tutorial how to create a small but still impressive outside level.

I am very curious how this develops

In case you find my grammar and spelling weird ---> native German speaker ^^
OutdoorGamer
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Posted: 4th Jan 2011 01:18
It looks amazing I can't wait to play.

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starmind 001
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Posted: 4th Jan 2011 03:57
Beautiful!

michael x
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Posted: 4th Jan 2011 04:58
that was a great way to by pass the memory cap. you do such great work.

more than what meets the eye

Welcome to SciFi Summer
TheConnorian
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Posted: 4th Jan 2011 08:50
Dude I love abandoned house horrors, no matter how much they make me have sleepless nights checking for the monsters and sleeping with a useful torch and club nearby.

Can't wait looks reaaally good so far! keep up the good work!
LondonKid
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Posted: 4th Jan 2011 11:16
@rolfy:
Beautiful...

I like the eerie atmosphere, reminds me of the old horror flicks like Amityville or the Hammer's Dracula...Xcellent dude...

One thing worries me though is the fact that the manor looks like as if wood panelled (kinda like the houses in the US) - I'm sure Yorkshire doesn't have American style manors - lol (just being picky )

One stupid question - whats Baking? I didn't take cookery lessons at school...

Look forward to seeing the finished product...

~LK~
darimc
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Posted: 5th Jan 2011 16:13
The game looks great!

The only problem with baking the shadows is that the brightness of the gun won't react when going into dark or bright places. But I guess it's a small price to pay.

RAXMUX Games
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Posted: 7th Jan 2011 14:51
Truly amazing !!!

rolfy
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Posted: 7th Jan 2011 15:00 Edited at: 7th Jan 2011 15:04
Quote: "The only problem with baking the shadows is that the brightness of the gun won't react when going into dark or bright places. But I guess it's a small price to pay."

There is a simple way around that by using illumination shader on baked models, that way all baked textures are full bright and lighting in strategic areas can be placed, at least thats my theory
If for weapons/characters then lightmapping still wont be needed.
Wolf
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Posted: 7th Jan 2011 17:12
@Londonkid Baking is a technique where the shadows are "fake" and integrated in the texture of the model.

@rolfy are you planning to make the whole game this way (modeling in max/baked shadows) or is it just for the intro level?



-Wolf

God Helps the Beast in Me!
Johnski
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Posted: 7th Jan 2011 17:24
Rolfy i can honestly say this is FREAKING AWESOME!!

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Sandante
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Posted: 7th Jan 2011 18:01
Excellent work!! you have proven me again that everything is possible to make in FPSC if you have the right skills and talent.

Deathcow
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Posted: 7th Jan 2011 19:09
This looks really good. It is hard to believe this is FPSC, but then again the standard of many games now have greatly improved.

5/5

DC

rolfy
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Posted: 7th Jan 2011 23:04
Entire game will use baked textures furthermore will use many animated baked textures for dynamic shadows etc, such as flickering candles moving ceiling lights (as in the shadow room which will be incorporated into this).
michael x
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Posted: 7th Jan 2011 23:06
this is a smart way to make a game. time to lose the lightmap. I to am coming up with ways to do it without lightmap.

more than what meets the eye

Welcome to SciFi Summer
The Storyteller 01
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Posted: 7th Jan 2011 23:15
This is one of the few threads where I can't wait to see more screens

In case you find my grammar and spelling weird ---> native German speaker ^^
rolfy
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Posted: 7th Jan 2011 23:25 Edited at: 11th Jan 2011 07:50
Heres a sampler download of the shadow room which appeared in TGC newsletter (october think) its good example of the direction this will move in. Of course it wont be used as is, this was just the idea.

Shadow room

The Storyteller 01
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Posted: 8th Jan 2011 00:12
Very inspiring

Reminds me of the best parts of the Silent Hill series.

In case you find my grammar and spelling weird ---> native German speaker ^^
Bugsy
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Posted: 8th Jan 2011 15:38
looks excellent, you've truly created an interesting atmosphere, but what looks to be a flat billboard of "trees" around the map could be improved, however I do understand that frame rates are most important. tell me what's the average polygon count of that level as you're playing it?

imageflock.com/img/1272671763.jpg[/img]
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rolfy
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Posted: 8th Jan 2011 15:52 Edited at: 8th Jan 2011 16:03
Will fix the billboards, maybe even create a new skybox darker at the horizon to hide 'em better too..
The total poly count for the entire level is 30494 poly's. Thats probably the maximum I would go for to allow for characters and gameplay elements in a scene like this, thing is I dont expect to have too many enemy characters at this stage so it all works out. With the two characters in screenshot above I dont have any noticible framerate drop for now, it hovers around 40-45fps the best I get with this laptop is 52fps with a few floor segments in scene so I expect those of you with even semi decent machines will have no issues. If and when I expect to use a lot of gameplay assets will be keeping these in closed areas of the house.
For now its a puzzle level.
TheConnorian
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Posted: 8th Jan 2011 22:45
Dude just thinking but you could have it so that there are 3d trees and stuff, and if the player runs through them to try and escape he ends up running straight back into the graveyard. This could be achieved by adding a script that turns the player 180 degrees (there would need to be extra scripting of course so it looks smoother), it would also add a nice creepy effect to the game!
rolfy
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Posted: 10th Jan 2011 00:26
Started building the attic.



Quote: "you could have it so that there are 3d trees and stuff"

Poly count, too many = low fps, trees are the most difficult to keep low especially bare ones.
starmind 001
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Posted: 10th Jan 2011 01:20
Man, you really want to make me work harder on my game don't you?

Simply amazing.

nikas
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Posted: 10th Jan 2011 01:54
Fake Reaction:Some coments now...First of all the lighting=very very bad
The models=Very very bad as well
The idea?=I cant say anything...Just quit making games....You are not good at all....



Actuall thoughts:This game is really good i must stop him before the other reallize how great it looks...I mean come on i havent seen so good level design and lighing...The models?demn those models look like he took them from sillent hill or some other scary-epic game...I must write something bad so that he stopes making games..Then i might have a chance.......Althougn i want to see more of it....WHY ROLFY...WHYYYY..........

OutdoorGamer
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Posted: 10th Jan 2011 02:22
Wow, rolfy just wow. I love how the blanket drapes over the boxes so lightly. Looks so real. So let me get this straight, you model the entire scene first than you import it into fpsc, am I correct?

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rolfy
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Posted: 10th Jan 2011 02:37 Edited at: 10th Jan 2011 03:01
Quote: "So let me get this straight, you model the entire scene first than you import it into fpsc, am I correct"

You are correct.

Its a fairly simple cloth simulation, once rendered to texture the low poly version is used for export. The final appearance is all in the texture. You simply couldn't get this with lighting the game model in FPSC or any render engine for that matter, its all taking a little more work but worth it in the end.

Thanks for comments and crit guy's.
The Storyteller 01
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Posted: 10th Jan 2011 04:12
OMG these blankets look so "organic"

Is this all a result from baking the whole lightmapping?

In case you find my grammar and spelling weird ---> native German speaker ^^
DarkJames
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Posted: 10th Jan 2011 04:32
Pretty Good Rolfy, i have to admit, that is one of the best detailed screenshot i ever saw in Fpsc!

Disturbing 13
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Posted: 10th Jan 2011 04:56
Impressive! But then again, what do you produce that isn't impressive? Bravo, very realistic!

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JRH
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Posted: 11th Jan 2011 23:36
Very nice work here.

Quote: "Slaughtered Lamb"

A brilliant pub, a must visit if you're ever in the area. Just make sure the moons not full

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
mgarand
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Posted: 12th Jan 2011 14:07
great stuff mate, i remember i made a simple room in a 3d program and exported in fpsc, i couldnt walk because of the collision problems , good job on the cloth, we love the cloth simulator

Metal Devil123
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Posted: 12th Jan 2011 15:37 Edited at: 12th Jan 2011 15:39
Quote: "Poly count, too many = low fps, trees are the most difficult to keep low especially bare ones. "

Maby you could have some 3d trees there, not many, and something to block the player from going to the billboard trees? And/or have some trees like that in the skybox too so that the forest seems to have more depth?

s4real
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Posted: 12th Jan 2011 20:32
Awesome work as always Rolfy your skills are def getting better.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Bugsy
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Posted: 12th Jan 2011 22:52
Quote: "The total poly count for the entire level is 30494 poly's."


Let the record show- there's another designer that can make a beautiful level, and optimize it perfectly. EXCELLENT job. 30494 polys is truly unbelievable work for such a nice map.

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cmando
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Posted: 12th Jan 2011 23:48
That last screenshot was unreal. So realistic!

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