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

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rolfy
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Posted: 14th Jan 2011 06:01 Edited at: 14th Jan 2011 06:36
Quote: "A brilliant pub, a must visit if you're ever in the area. Just make sure the moons not full"

I was beginning to think no one was going to make the connection with 'An American werewolf' the characters named here are all from the movie as is the pub and the fact the story opens onthe Moors, well done for finally spotting that



Thanks for comments and crits.

RAXMUX Games
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Posted: 14th Jan 2011 19:25
Looks a little bit empty ...

You could add some small detail like paitings and planks from the wooden floor.

foleypro
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Posted: 14th Jan 2011 22:22
Sweet...

As Always B3D....www.fnggames.com

defiler
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Posted: 15th Jan 2011 00:33
i could not believe my eyes when i saw this was inside FPSC

... had to change my pants twice...

What ambiance do you set your levels to?

Current Project: Lost Contact: Station 7
Bandito_Walrus
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Posted: 15th Jan 2011 00:58
Lol, now I'm excited for 3D modeling work. Way to keep me on task!

A Graceful Harmony of Video Games and Insanity:
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SilverCrow
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Posted: 15th Jan 2011 02:24
Wow...this is amazing to say the least..

rolfy
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Posted: 15th Jan 2011 06:07 Edited at: 15th Jan 2011 06:36
Quote: "You could add some small detail like paitings and planks from the wooden floor."

Done

Quote: "What ambiance do you set your levels to?"

At present 98, this may change when I introduce characters and weapons as previously said, I may have to add illumination or full bright shaders to baked entity's to allow for this.


Doors created and added
JaredxD
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Posted: 25th Jan 2011 09:33
Love that last screenshot, and all of them for that matter.

Great work Rolfy. Hats off to you mate

Boom.
Nickydude
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Posted: 25th Jan 2011 10:03
Amazing work rolfy, can't wait to give this a try! As always, if you need music / soundFX just give me a shout.

Scurvy Lobster
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Posted: 25th Jan 2011 11:06
Really good looking screenshots!

foleypro
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Posted: 25th Jan 2011 12:48
nice....

As Always B3D....www.fnggames.com

Johnski
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Posted: 30th Jan 2011 19:22
Wow rolfy you never ceace to amaze!

FPSCapture. The FPSC video Capture Software
Kill Shadow
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Posted: 30th Jan 2011 22:37
Incredible looking game Rolfy. Really cool seeing your very own creation guarding the gates too

Can't wait to see more 3 big frothy ones to you


Regards,

KillShadow

Stop Drop and Roll works on everything but HELLFIRE!!!!
rolfy
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Posted: 31st Jan 2011 07:01 Edited at: 31st Jan 2011 07:03
Thanks for comments
At first glance this may not appear to much of an update, but if compared to screenshots above I am sure it will be noticed that I have tightened up the textures and improved the lighting in scene.

It was mentioned that using full ambience levels to show baked texures would mean no lighting would affect enemies and weapons in-game,I took a look at fixing this and came up with the idea of using shader to make entities and segments full bright.
Using illuminationmap.fx shader and a full white illumination map then lowering the ambience to around 4 achieved this perfectly allowing lighting to work on weapons and characters effectively.
This means I can still avoid using lightmapping for builds so dont need to worry so much about the system memory cap, I also get very little performance hit and have blazing fps speed in game.leaving a lot of room for more entities and characters.
A nice side effect is using dynamic lights which to me have a much more subtle and appealing appearance, the usual limit for dynamic lights which appear in game is around 6-8 dynamic in view at one time (it gets noticed tha they turn on/off depending on player distance), the scene is unaffected by lighting due to the full bright textures so its unnoticable.











The attic is almost finished and has various rooms, hallway, and the main areas above.
The next major thing I need to look at is DarkAI for pathfinding on characters.
Juzi
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Posted: 31st Jan 2011 16:42
One of the few FPSC games that don't really look like an FPSC game .

What kind of gameplay are you planning to have here? If it involves investigating and puzzle solving, this goes straight to my top 3 must-play FPSC games.

spaceside
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Posted: 31st Jan 2011 16:47
is this really a screenshot taken from fpsc engine ? is yes wow ! this is truly amazing !

in space.Nobody will hear your scream.
xplosys
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Playing: FPSC Multiplayer Games
Posted: 31st Jan 2011 17:36
rolfy,

I think the crates may be a bit overdone. While I don't have a lot of attic experience, those I have been in and those seen on television have more boxes, small trunks and loose items. Crates seem more suited to a storage facility than an attic. Some of them look a bit large to navigate through the hallways.

I really love the feeling in these shots. Does the ceiling stay at this height throughout, or are there lower/sloped areas that follow the roof line? That would really make it more attic-like for me.

Cant wait to see more.

Brian.

... and the band played on.
Wolf
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Posted: 31st Jan 2011 21:15
This Screenshot seems to have wierd artifacts. Those pixelate places in the darker areas. Did this happen due to .jpg compression?

*****************************

Very intense athmosphere...and this little table with the cloth on it looks extremely realistic.

However! I would suggest deleting the blob shadow for the characters

Keep up the excellent work



-Wolf

God Helps the Beast in Me!
rolfy
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Posted: 9th Feb 2011 06:14 Edited at: 9th Feb 2011 06:21
Interactive mode.
Nickydude
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Posted: 9th Feb 2011 13:30 Edited at: 9th Feb 2011 13:30
This looks really good! Can't wait to see it finished. I was inspired to start writing a tune called Dark House (it's only one pattern at the moment).

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rolfy
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Posted: 9th Feb 2011 15:01 Edited at: 9th Feb 2011 15:02
Thanks Nickydude,
will downlaod it and take it into work with me and have a listen, I already have the trailer/intro music written and recorded, but sure to need a lot more. I will as usual be in touch for some environment/character and ambient sounds.
3Bit
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Posted: 9th Feb 2011 15:41
Never seen a point and click for fpsc before, looks great so far man.

3Bit
Gencheff
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Posted: 9th Feb 2011 16:16
I must admit the baked lighting technique is quite clever.

This project is one of the most interesting I've seen on the boards in quite a while,just because of the different vibe it gives,as well as development approach.

I wish more people who develop games start using their heads and not just throw in a bunch of models , a weapon , enemies and call it a day.

I'll be keeping an eye on this.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Gunbarrelguru
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Posted: 10th Feb 2011 00:20
Looks straight out of house of the dead, the sega game. And the house looks straigh out of alone in the dark. However, I would put a light on in the attic of the house when your looking at it from outside, trust me its very effective and classic. This looks incredible!
DarkJames
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Posted: 10th Feb 2011 04:31 Edited at: 10th Feb 2011 04:35
Amazing Work, Rolfy!


But one critic tough:
Even if its THAT Creative or THAT Amazing, if you are escaping from the monsters you wouldnt have the time to search for the doorknob wouldnt you?
i would put a collision area bigger in the door

Post Edit Data

After You perfection this Investigation system, could you please post a tutorial? is a Remarkable success!

rolfy
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Posted: 10th Feb 2011 05:52 Edited at: 10th Feb 2011 05:54
Quote: "Even if its THAT Creative or THAT Amazing, if you are escaping from the monsters you wouldnt have the time to search for the doorknob wouldnt you?"

lol, just like real life eh?
Same with pulling a weapon when something nasty is bearing down on you. Wouldn't all this just add to the panic in gameplay.
Actually the hit can be larger it just seems more fun to torment the player.
bond1
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Posted: 10th Feb 2011 08:11 Edited at: 10th Feb 2011 08:13
Quote: "Actually the hit can be larger it just seems more fun to torment the player."


Yeah that seems like a more interesting gameplay mechanic to me. Kind of like the panic you feel in Resident Evil: you can either stand your ground and shoot, or run away. But not both at the same time, which adds to the panic you feel as something is bearing down on you - your aim better be good.

A good old-fashioned Victorian haunted house game - you don't see this genre much anymore. Looking awesome as always. And nice E.A. Poe-esque setup story as well!

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Juzi
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Posted: 10th Feb 2011 11:14
That's it. I'm so playing this game

Metal Devil123
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Posted: 10th Feb 2011 19:31
Brings in mind something between Peumbra and Call of Cthulhu: Dark Corners of the eart (form teh way it looks ofcourse). VERY good work!

s4real
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Posted: 15th Feb 2011 00:01
Awesome work rofly like the use of the new limd detection system.

best s4real



Pack ya games with vishnu packer its free.
OutdoorGamer
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Posted: 15th Feb 2011 01:09
Great. I love the idea of the interactive mode. Great work.

General Jackson
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Posted: 22nd Feb 2011 23:22
@rolfy, any chance you could make a tutorial to get a pre-built level from a modelling program into fpsc with player and enemy collision?
I have been building a level in W3d and it would be very helpful.

Game is looking great!

-GJ

I am Southern, and I love Grits. Feel free to ask me what grits are if your a yankee
SekoIdiootti
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Posted: 23rd Feb 2011 18:00
Oh... my... god...! Really. I don't know how I missed this. That's just... unbelievably awesomazomerising!

I really love the third screenshot in the first post; it looks like a death metal album cover.

rolfy
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Posted: 27th Feb 2011 23:30
Thanks for comments.
Just so folks know this is not dead, I have been putting a lot of work into perfecting the interactive system and creating puzzles to go with this, it has taken a fair bit of time and needed some complex scripting and modeling/animating of media to make it all tie together, but its finally getting there.

I will soon be releasing a tech beta level so I can get some feedback from users.

In the meantime heres a screenshot of revamped stock media with opening closing door and interior etc. Saves time and work.

DarkJames
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Posted: 28th Feb 2011 02:47
OMG.

Just that.

ThoughtWire Software
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Posted: 28th Feb 2011 16:56
*Claps* Very stunning... Very stunning indeed.

ThoughtWire Software -

www.thoughtwire.co.uk
OutdoorGamer
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Posted: 1st Mar 2011 02:23
Was your inspiration The 7th Guest. The hand reminds me of it.

Wraith Staff
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Posted: 3rd Mar 2011 13:25
WOW! That looks awesome!

New sig in the process of being made
Wolf
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Posted: 14th Apr 2011 21:25
Yeah! I bumped that threat...



-Wolf

God Helps the Beast in Me!
Delusional Games
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Posted: 14th Apr 2011 22:40
Now I need to replay scratches, damn Nostalgic.

Anyway great... great... everything, nice interactive system, btw the video was kinda slow, but it shows a professionalism of a genius.

Oh yea.

My paragon is not on the poster, its in the mirror.
ASTECH
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Posted: 15th Apr 2011 01:02
Ultimate use of FPSC. All I can say right there.

AMD Phenom II X6 3.2Ghz, 8GB DDR3 Extreme RAM,
ASUS M4N98TD EVO Motherboard, Nvidia 560 Ti 1GB DDR5
rolfy
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Posted: 15th Apr 2011 01:05 Edited at: 15th Apr 2011 01:13
Demo release over the next couple of days, been ironing out and perfecting the interactive point and click system, it works really well now.
Also been polishing up the level and got a couple of new characters int the mix. I wont post any new screenshots so I dont spoil the game for you all.
Its scary in a fun kinda way.

Thanks for comments, looking forward to letting you folks play with this.
DarkJames
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Posted: 15th Apr 2011 01:19
I will 110% playing, trust me, im waiting impatiently for this.

rolfy
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Posted: 17th Apr 2011 09:18 Edited at: 24th Apr 2011 07:49


Attic Demo Level.

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.

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Omegamer
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Posted: 17th Apr 2011 12:32
Will play it now, looks legendary rolfy

Youtube Name: omegamer666
Current project: Junkys Home, a X9 project where you wakeup in a dark apertment and your goal is to get out of there.
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DarkJames
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Posted: 17th Apr 2011 17:39
Nice 4 minutes for download to finish (just started )

Omegamer
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Posted: 17th Apr 2011 17:42
Just try it.
How long does it needs to finish the loading screen?
I waited 5 minutes!

Youtube Name: omegamer666
Current project: Junkys Home, a X9 project where you wakeup in a dark apertment and your goal is to get out of there.
But you´re not alone...
KeithC
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Posted: 17th Apr 2011 18:06
Same problem with loading; waited about 20 minutes. No go.

-Keith

DarkJames
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Posted: 17th Apr 2011 18:17
23 minutes here waiting...

rolfy
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Posted: 17th Apr 2011 18:24 Edited at: 17th Apr 2011 18:37
As always loading times for FPSC are horrific but really shouldnt take so long to load. I have no idea why it should take so long for some folks, will take a further look at it and see if any probs I can fix, it takes no longer than five minutes on this low spec laptop though I wouldnt htink that spec really has anything to with it.

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