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ThoughtWire Software
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Posted: 26th Mar 2011 01:01 Edited at: 26th Mar 2011 01:06
[center]Update Post 12:

Tutorial Video:
A short video made for the training style level in which the player is introduced to physics just before having to complete a physics puzzle.

Created + Voiced By: CF at ThoughtWire Software



More screens coming soon!

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www.thoughtwire.co.uk
ThoughtWire Software
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Posted: 1st Apr 2011 17:42 Edited at: 1st Apr 2011 23:07
[center]Update Post 13:

Lol Lol More Screenshots:
Got some more screenshots for you guys! Sorry for the delay, I have been doing other things!


A cot modelled by Ed


Sorry for such a short post! More stuff coming later today!

ThoughtWire Software -

www.thoughtwire.co.uk
ThoughtWire Software
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Posted: 1st Apr 2011 23:06 Edited at: 2nd Apr 2011 13:15
[center]Update Post 14:

Triple Post... Yay:
Been doing some segment work today and I finally managed to get them working! Here are some screenshots of the finished thing!

Graffiti Variation:


Second Graffiti Variation:


Normal Texture:


Working on some more segments, getting some segment meshes from Ed. Hopefully this will help the game look more unique!

New title graphic, see first post!

P.S. Segments are not being distributed, sorry!

ThoughtWire Software -

www.thoughtwire.co.uk
defiler
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Posted: 3rd Apr 2011 05:49
Training video looks nice, correct me if i am wrong: did i hear fallout new vegas music or have i played that game too much?

looking good, my dads internet is terrible, most images don't want to load

Current Project: Lost Contact: Chapter 1
ThoughtWire Software
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Posted: 4th Apr 2011 18:15
[center]Update Post 15:

Replies:

@ defiler I have talked to CF and to my annoyance it was a song included in New Vegas. After a conversation about copyright he is now changing it. The video will be updated soon but he is doing other things at the moment.

The Atrium:
Now for a screenshot of an atrium/WWII command post for the second half of the mansion based levels. The walls are a custom segment made from 2 stock meshes put together, then textured with my black, red and white stock textures:


Thanks for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
ThoughtWire Software
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Posted: 8th Apr 2011 22:33 Edited at: 8th Apr 2011 22:34
[center]Update Post 16:

MOAR Segments!
I have created two more segments (yet to be given the Rouge colour scheme)and thought I would update the thread with a screenshot of the coloured versions, along with some fitting entities. Here they are:


More updates soon!

ThoughtWire Software -

www.thoughtwire.co.uk
ASTECH
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Posted: 9th Apr 2011 02:18
Sweet dude but one question allures me. Why are you taking this on in X10 instead of X9? I'd just like to know.
For some reason I think this could go a whole lot further.

I'm interested to play any demo of this in the future! Keep it up.

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ThoughtWire Software
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Posted: 9th Apr 2011 11:14
[center]Update Post 17:

Replies:

@ ASTEK You know what, if I had a good answer I would give you it. I suppose the real appeal for me to use FPSC x10 was because of it's general under use (and usually awful use at that).

The only area I can see this falling short of an x9 game is with scripting. Not being a script writer myself this could prove increasingly difficult with most script packs/ scripts requiring x9 versions for use. But I'm sure I'll get past it somehow.

There could also be a possibility of me releasing a playable version of the tutorial level (once CF makes and fixes all the tutorial videos).

Also, thanks for the compliment .

New Segments

I have created new segments to replace the old ones in the warehouse, overall I think it gives it a cleaner look. It also makes the red stand out a whole lot more!



Thanks for reading!

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www.thoughtwire.co.uk
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Posted: 14th Apr 2011 23:49 Edited at: 15th Apr 2011 01:21
[center]Update Post 18:

More Segments

Got two more custom segments to show off. One of which is also one of the new pictures on the original post for this thread.

Plastered room (carpet and wood floor):



Wooden Hallway:



::THE STORYLINE HAS BEEN RE-WRITTEN IN THE FIRST POST::

That is all for now!

ThoughtWire Software -

www.thoughtwire.co.uk
Dark Frager
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Posted: 15th Apr 2011 00:16 Edited at: 15th Apr 2011 00:17
Cool, but with the picture of the bed against the wall, that is one HUGE teddy bear was it meant to be like that or is it a bug? And is this a zombie/horror or a normal shooter style game?

Thanks.

- Dark

All alone in my room, haven't been outside since 1992.

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Posted: 15th Apr 2011 01:08 Edited at: 16th Apr 2011 13:50
@ Dark Frager It ties in to the story line (yet to be revealed). Although, that particular area has been removed, though it is likely it will be re-created elsewhere. It isn't a zombie game, the enemies are rather bizzare though they do act like zombies (all I'm mentioning). But yes it is a Horror game.

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Posted: 15th Apr 2011 14:09
[center]Update Post 19:

A New Screenshot:

I made a nice looking area and thought I would display it for all to see. It is a room in the mansion.



That is it for now, hopefully some more screens later today!

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Posted: 15th Apr 2011 20:40
::IMAGES ON FIRST POST HAVE BEEN UPDATED::

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anayar
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Posted: 17th Apr 2011 05:51
Quote: "ThoughtWire Software "


That blood loks extremely unrealistic IMHO. Try adding some (much needed) transperency to it Other than that Im lovin the new screens and all the custom segments, keep it up

Cheers,
Anayar


For KeithC
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Posted: 17th Apr 2011 16:32
@ Anayar I've updated that scene since, In the next update post I'll provide a screenshot. But if you still think it looks odd please tell me.

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Posted: 20th Apr 2011 23:24
[center]Update Post 20:

Some More Screenshots:

A few more Mansion based screenshots. Moving onto the next area of the game soon. The prison. For now though, a screenshot of the new kitchen area and an up-to-date screenshot of one of the older rooms.




Note: Looks brighter in-game

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www.thoughtwire.co.uk
michael x
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Posted: 21st Apr 2011 04:30
wow this look really cool. minds me of a albert hitchcock type of game.

more than what meets the eye

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ASTECH
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Posted: 21st Apr 2011 05:19
Oh the vague mysteries and suspense!

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uzi idiot
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Posted: 21st Apr 2011 22:40 Edited at: 21st Apr 2011 22:46
This looks great.
For the blood on the wall make it more transparent.

Also, here are some textures I think you may find useful:http://webtreats.mysitemyway.com/32-deep-crimson-red-seamless-grunge-textures/
http://webtreats.mysitemyway.com/vivid-red-tileable-patterns/
And maybe these:http://webtreats.mysitemyway.com/greyscale-natural-grunge-textures/
It says they are free for personal and commercial use.

I'm liking this so far.

Le Shorte
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Posted: 22nd Apr 2011 02:19
!!!

Never cease to impress!

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ThoughtWire Software
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Posted: 22nd Apr 2011 13:45 Edited at: 22nd Apr 2011 13:45
[center]Update Post 21:

Replies:

@ michael x Thanks!

@ ASTEK Indeed!

@ uzi idiot Thanks for the links. I'm using some of those textures now. They've helped quite a bit. There will be a screenshot in this post showing some being used.

@ le shorte Always nice to have a compliment!

Screenshot:

This screenshot shows a child's bedroom. Enjoy and criticise.



Thanks for reading!

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Posted: 4th May 2011 23:24 Edited at: 7th May 2011 19:24
[center]Update Post 22:

New Screenshots!
Ok, these screenshots are from a concept for an area I may put into the final game, it is a dirt/metal bunker tunnel system. The screen shots are generally to show how the tunnels would look. If you like the look of them, I'll put it in the final game.





Also, here is a screenshot of the kitchen with new fridge, thanks Ed. (Both the cooker and the fridge need to be given a grey scale re-texture).



::EDIT::

A screenshot of a concept for the flooded prison. I am unsure whether or not to have the prison flooded, but it could prove to make interesting levels...



Thanks for reading! More soon.

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www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 9th Jun 2011 15:52
This the first post in over a month ! Well guys yesterday I got a table sorted out for Johnny and I'mn hoping there will be a new update post soon - I'll remind him about the thread We haven't abandoned Rouge! -

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uzi idiot
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Posted: 9th Jun 2011 17:37
I'm excited to see more


Mental Stability is over-rated!
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Posted: 9th Jun 2011 19:05
Hi guys, sorry for not updating, but I'm currently re-working the existent levels to include normal-mapped segments/entities (including stock) so it is taking a while. Although the next update post will be the best so far.

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AbdulAhad
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Posted: 10th Jun 2011 07:14
An amazing FPSC x10 game!

Very original and interesting!

By the way how many fps do you get on your pc?

Abdul Ahad

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Posted: 10th Jun 2011 17:35
I usually get a steady 30-50 frame-rate. With very occasional dips down to 20-30.

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Posted: 11th Jun 2011 15:54 Edited at: 11th Jun 2011 15:56
[center]Update Post 23:

Been a While...

Though it may seem an age (one month) has past since the last update, have no fear! This is going to be the first of a few 'beatification' updates. These will include new segments, entities etc. All of which will use the X10 bump shaders. However, not all content in the screens will have shaders applied at this point, so under each image I will go into detail as to which entities/segments have the shader applied and which do not.

Without Further Ado:


^ Only the floor and walls have the shader applied in this screen.


^ The stock pipes, the walls and floor in this one.


^ The desk and the floor and walls.


^ The floor and walls only in this one.

Sadly, that is all for this post.

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www.thoughtwire.co.uk
Le Shorte
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Posted: 12th Jun 2011 01:19
x10's shaders are so great for this game. Emphasizes the B&W.

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ThoughtWire Software
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Posted: 12th Jun 2011 20:41
[center]Update Post 24:

Replies


@ Le Shorte I completely agree! The shader really is picking the game up in the graphical aspect.

The Work Continues!

After some more re-working of the level design, and some new segment textures, it is starting to look even better (as opposed to the original levels).

Screenshots:


^ Everything in this screenshot has the shader applied (aside from the metal ceiling beams).


^ Again, everything except the ceiling beams.


^ A test room for another brick segment (shader applied on everything).

That is all for this post!

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DarkJames
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Posted: 12th Jun 2011 22:20
Looking great now Johnny!


im really loving it, too bad i have XP so i wont be able to play it.

Quote: "starting to look even better"


WAY better.

Le Shorte
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Posted: 13th Jun 2011 03:46
I really like the new screens. The detail is very subtle, but the shaders are also really helping again there.

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ThoughtWire Software
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Posted: 14th Jun 2011 22:07
[center]Update Post 25:

Replies:

@ DarkJames It is a shame you won't be able to play it, however thank you for the compliment anyway; it is always nice to receive one.

@ Le Shorte Glad to know you are following an commenting on progress, it is always helpful and motivational to see compliments and criticism.

Two More... But There Are Still More To Come!


^ Personally, this is my favourite screenshot so far. Everything has the shader applied; it also includes a new wall segment.


^ A nice warehouse style corridor. Everything has the shader applied.

Thanks for taking time out of your day to view this post!

ThoughtWire Software -

www.thoughtwire.co.uk
Metal Devil123
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Posted: 14th Jun 2011 22:16
Those are some heavily shiny planks... :/ Maby a bit too much? Or then that's just me, beauty is in the eyes of the beholder (or how the hell it goes in english) Other than that it looks really good.

Le Shorte
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Posted: 15th Jun 2011 04:11
Maybe make the plank normal map a bit less intense, and the spec map a bit darker? That might give it more of a musty look.

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ThoughtWire Software
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Posted: 15th Jun 2011 17:16
@ Metal Devil123 and Le Shorte Yeah, it does look a bit too shiny to be wood. Will fix and post an update in update post 26.

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Posted: 28th Jun 2011 18:43 Edited at: 28th Jun 2011 19:55
[center]Update Post 26:

More (Shader Applied) Segments... Again!

I promise that in the next post I will have more to show than more segments with the shader applied, I will work more on re-working and re-creating various areas from the levels. I will also include before/after pictures to get a better feel.


^ Some re-usable segments for use in both the second and first levels (possibly more).


^ A screen showing a nice little room with one of the new segments and some (non-shader-applied) wood beams.


^ A closer screen with entities of a stone segment.


^ A re-work of the wooden plank wall's (from the last update post) normal map.

Better stuff next time!

::EDIT::

Also, hopefully before the next post I'll update the first post to get some better, more up-to-date screens.

P.S. New sig

sic1ne
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Posted: 28th Jun 2011 20:39
looks awsome dude keep it up i cant wait!!! hey how do you apply the sepia shader or the black and white shader?


ThoughtWire Software
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Posted: 28th Jun 2011 20:50 Edited at: 28th Jun 2011 20:54
The greyscale is achieved through tedious re-texturing! No fancy-pants shaders involved in my colour removal process, no sir. The only shader I use is the stock x10 bumpmapping shader.

::EDIT::

Also, to add a shader effect to a stock entity etc. Have a look at this thread: http://forum.thegamecreators.com/?m=forum_view&t=183253&b=33. Just have a read of science boy's reply and you should be set to use the stock x10 shaders if you are having trouble in that department.

Hope this helped you!

Ed at Thoughtwire Software
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Posted: 29th Jun 2011 00:45
Great work jonny, that lighting is spot on now! I'm still working on models - will include the usual specular, normal and texture maps

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Posted: 2nd Jul 2011 22:47
[center]Update Post 27:

Replies:

@ Ed Good to hear! Hopefully we can get a demo out before the end of the year.

A Quick Comparison:

Have a look at the following two images, I personally think it has improved greatly with the shader; don't you?



Now, here is a larger version of the previous image:



And here is a little corridor from the first level.



P.S. The story is coming along nicely. There is something 'interesting' in level 2 to yet be semi-revealed.

Le Shorte
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Posted: 3rd Jul 2011 04:15
Those shots are sexy. Can't wait to play.

Now if only I could find the drive to work on my own game, rather than drooling at others'.

Cheesehead for life.
ThoughtWire Software
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Posted: 4th Jul 2011 18:20 Edited at: 4th Jul 2011 21:32
[center]Update Post 28:

Replies:


@ Le Shorte I don't know about you, but alot of the time, I am driven to make games by looking at other peoples. Also, I find it helps to keep you going if you have a WIP thread (though only if you are confident with the quality of your game).

Anyway, thanks for the compliment! Glad your looking forward to it.

Thus Far:

For a quick update on where we are: The layout of the first level is almost complete, after which I can focus on making the lighting correct (quite a tricky feat when working with X10 shaders) and adding any 'eye candy' details. Then once that is complete all the required fpi scripts will be created (any scripting that needs to be done that is). Then voice acting will be done. After which; the level one demo will be released to see what reception it gets. After which the first level will be re-made and the demo will be re-released. When it is of the right standard the rest of the levels will follow suit however without the public releases (instead basing it on feedback received).

OMGZORZ; Lasers!

Due to a shift in the direction of the games general 'feel' and storyline (however still maintaining the initial theme described in the first post); the game has called for a whole host of fpi scrips (which I will be writing) therefore this has been created: A moving laser script. The video below will show the concept. [The wood is a placeholder for now until I get Ed to make a proper beam]


^ The quality is just god awful. P.S ignore the Wolfenstien 3D music

Also, here is the previous placeholder for the beam; however it didn't work as it should.


^ Ignore the sky

Thanks for checking this out!

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Posted: 6th Jul 2011 22:14
::MINI UPDATE::

Forgot to mention that I updated the first post

[center]

ThoughtWire Software
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Posted: 10th Jul 2011 01:51 Edited at: 10th Jul 2011 01:53
[center]Update Post 29:

Triple Post (Sorry)... But Still More Screenshots!

I have done some more segment work today, I have also began designing an introductory level for story purposes. Here are screens of what has been achieved thus far.


^ British propaganda poster, vaguely related to the story (made by CP at ThoughtWire Software)


^ A far eastern temple segment with some lighting testing for the intro level.


^ A better look at the segment in all it's glory.

P.S. In case you didn't guess, the textures are merely edited ones from CG Textures. Nonetheless; they fit perfectly.

darimc
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Posted: 11th Jul 2011 00:24
Looks nice for some WIP shots.

Butt monkey
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Posted: 11th Jul 2011 01:57
Looks great, although perhaps that laser is a little too unforgiving? Unless you just set it up that way for the demonstration, an instant death seems a little extreme to me.
Le Shorte
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Posted: 12th Jul 2011 02:59
Quote: "Looks great, although perhaps that laser is a little too unforgiving? Unless you just set it up that way for the demonstration, an instant death seems a little extreme to me. "

Well, if you can jump over it... They did this with quite a few late '90s, early '00s games-- ie, HL.

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Inspire
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Posted: 12th Jul 2011 21:04
This... is really tasty. Keep it up.

ThoughtWire Software
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Posted: 13th Jul 2011 00:18 Edited at: 13th Jul 2011 00:22
[center]Update Post 30:

Replies:

@ darimc Thanks!

@ Butt monkey Many 'older' games did incorporate features like this; as Le Shorte pointed out. Also, it is a deadly laser. How forgiving should it be?

@ Le Shorte HL is one of my favourite games

@ Inspire Thank you for the kind words!

A Small Introductory Message:



3 Hours of Texturing!

Today, me and Ed spent almost 3 straight hours making various segment textures. Some of which will be shown in this update. Others may be shown later. Anyway, we 'should' have been doing end of year creative curriculum work at the time... Oh well!

Game Creators Store Media:

We have recently been discussing creating media to be sold on the game creators store. This will hopefully bring in a little pile o' money should we provide a wide enough variety.

Weaponry!

We are soon going to try and delve into the depth of weapon creation in FPSC and see what we can come up with.

Wish us luck ...

Screenshots:

Here they are:


^ A new segment


^ The starting room


^ A part of the intro sequence

Thanks for reading again! Unless you've only read this post so far... In which case; go read my other posts!

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