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FPSC Classic Work In Progress / [X9] Forbidden Darkness

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i love zombies
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Posted: 20th Mar 2011 22:14 Edited at: 1st Apr 2011 02:34
Devolper: Demonic Games.

Story
After a Car crash, Eric awakes infront of a large castle, with no-where else to go, he heads inside into the warm comforting light, but however, when he gets inside, its abandoned, and his way out becomes blocked.
Now not only must he escape, he must escape the Darkness, as he has treaded, on Forbidden ground.

Features

Sanity Script (Not a good coder if anyone knows how to do it please pm me)
Fully working Lantern (Almost done.
Interactive doors.
Enties will stop looking for players after certain ammont of time
Letters [Thank you Model Pack 54]
Achievments [Model Pack 54 ]

Here is a concept of the player


Screenshots

(The Texture is being reupdated to look like paper)

Early Lantern gameplay.

More Lantern Gameplay (without the lantern this should drain Sanity)

(More Lantern )
The Zoq2
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Location: Linköping, Sweden
Posted: 23rd Mar 2011 23:20
I like the models but you shuld turn shadows on and lower the ambience

Srry about my english im from sweeden
i love zombies
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Posted: 23rd Mar 2011 23:23
Yeah, sorted the shadow stuff out now, FPSC Wasn't Showing the Flashlight hud, but now i got rid of the script and not using the In-Built screenshot system, i should have some updated pictures up soon though.
i love zombies
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Posted: 27th Mar 2011 23:17 Edited at: 27th Mar 2011 23:18
New Trailer has been Added to Youtube.

http://www.youtube.com/watch?v=E0YJ_cRA7x0
i love zombies
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Posted: 3rd Apr 2011 22:59 Edited at: 3rd Apr 2011 23:13
New Screenshots Showing of Bond1's Bloom Shader on the Castle Lobby


This Screenshot Shows The Castle Itself as Eric aproaches it after the crash. which was faithfully recreated from the written story our writer made and what can be previewed during loadings
Quote: "The light from the enteranced shimmered as bright as the sun itself, with the dark forest surrounding me, and with the tempture dropping, i found myself being drawn towards the light, like a moth."


This here is the way out of the castle

But the Darkness Will not let you leave. (if anyone knows any shaders i can use to make the black seem more shiny (its a retexture of false wall) please tell me

Small Libary room.

Another Image of the Castle Lobby
Delusional Games
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Posted: 4th Apr 2011 21:47
I`m making similar game, and I also use my sanity script (shake cam, show hud, move player, freeze player when sees something awkward)
You said you need help with sanity script so maybe I can help you a bit?

My paragon is not on the poster, its in the mirror.
i love zombies
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Posted: 6th Apr 2011 18:25
Sure Delusional games, my coding sucks unfournatley (the last script i made for sanity crashed the entire game) and sanity is really needed around level 3, since its the introduction of the Darkness (no spoilers only a name ) so yeah i accept teh help offer
Delusional Games
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Posted: 6th Apr 2011 18:36
Maybe you could post your latest script here?

My paragon is not on the poster, its in the mirror.
i love zombies
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Posted: 7th Apr 2011 22:50
Sure here it is

Delusional Games
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Posted: 8th Apr 2011 14:20 Edited at: 8th Apr 2011 14:21
So this is what it should look like, works for me, just make sure you have 001,002,003,blackout files in sanity folder.
If its not what you pictured we can make it better.
Ah yes, you have to be actually in the dark (A.k.a triggerzone) for this script to work. When you get out of dark, (step out of trigger zone) your sanity returns normal.



My paragon is not on the poster, its in the mirror.
i love zombies
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Posted: 9th Apr 2011 18:13 Edited at: 9th Apr 2011 18:20
the only 2 things i need to get going now is the Looking at enemies sanity code, and the door control, the door control im completley clueless on, and its the same base code for sanity on the enemies, only it only is affected if the player looks at the monsters (and bipass the dynamic doors) the others are AI which is for the Monsters to search for players hit doors down, and give up looking for players after a certain ammount of time. so im almost there
[Edit] The door control is pressing Use [F] which gives the player the door interactivy W and S to slowly open and shut doors, and shift to push them open or shut.
Delusional Games
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Posted: 9th Apr 2011 20:02 Edited at: 9th Apr 2011 20:21
I used script that: when I look at monsters the camera shakes and its one code. Here it is:



Also that`s completely Amnesia rip off

My paragon is not on the poster, its in the mirror.
i love zombies
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Posted: 9th Apr 2011 20:36 Edited at: 9th Apr 2011 20:38
almost, except it doesnt count for all monsters, just one at the end of the game [Spoler! ]
One problem so far though, the sanity script only works on small test levels, for some unknown reason, whenever i put it in a large level, it seems to not work ;_;
and does the camshake have to be triggered by a zone?
Delusional Games
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Posted: 9th Apr 2011 21:20
Quote: "the sanity script only works on small test levels"

You mean the script with huds 001,002,003 and blackout. I posted on 8th april?
Hmm thats odd!

Quote: "and does the camshake have to be triggered by a zone?"


No, the line:

is meant for a monster, you just add this line to your monster script.
And next time player sees monster the camera will shake!

My paragon is not on the poster, its in the mirror.
i love zombies
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Posted: 10th Apr 2011 00:17
K thanks for that helped a lot any ideas for the doors?
Delusional Games
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Posted: 10th Apr 2011 15:42
Why dont you email me about the door script. I dont really think that its good idea to fill this thread with nonsenses.

My paragon is not on the poster, its in the mirror.
i love zombies
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Posted: 15th Apr 2011 15:07 Edited at: 15th Apr 2011 15:08
Devolpment might be going on hold, due to the fact my devolpment team (one level designer who dont ever do anything) is a bunch of lazy slackers, and they find that playing world of warcraft is far more entertaining T_T
PekelaarSFX
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Posted: 15th Apr 2011 15:10
Ok, Your Team sucks .... :S
Try finding a new one right here on the TGC forums

PekelaarSFX - Storywriter & Audio Designer.
Payam
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Posted: 15th Apr 2011 16:54
You are just using different styled model pack in one scene.
As you said:
Quote: "Eric awakes infront of a large castle"

Well,in the first screen I can see the stone ground with woody wall and that bottle which are not coordinate.
One time you used torch and other time a light from WWII models.
One time everything are good for a castle except the ceiling from Metro theater.
And do not use stock light like red and yellow which are not good.
Change the color of them by yourself to make a better scene.

Have our guns was a mistake!!!

I am PaYaM
i love zombies
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Posted: 15th Apr 2011 23:17 Edited at: 15th Apr 2011 23:20
to PekelaarSFX: my team does suck so where do i post a recruitment thread or such?
to PaYaM:
Quote: "Well,in the first screen I can see the stone ground with woody wall and that bottle which are not coordinate"
its tiles, and a wooden wall, good point, just got some new model packs so itll be fixed up soon, and the castle walk is just being perfected atm
Quote: "One time you used torch and other time a light from WWII models."
i dont get what that refers to
Quote: "One time everything are good for a castle except the ceiling from Metro theater"
Thats being Retextured soon hopefully.
And the last suggestion made me think, ill be on it when i wake up next ^_^
Delusional Games
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Posted: 15th Apr 2011 23:43 Edited at: 15th Apr 2011 23:48
If you are looking for a recruits I`m applying to help.
(Not whole Delusional Games(us three guys) but just me)
I can help with story, scripting and music.

My paragon is not on the poster, its in the mirror.
PekelaarSFX
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Posted: 15th Apr 2011 23:46
I'm willing to help with some voice acting
I bett there are alot of people willen to help.

PekelaarSFX - Storywriter & Audio Designer.
Payam
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Posted: 16th Apr 2011 18:04
Quote: ""One time you used torch and other time a light from WWII models."
i dont get what that refers to"


I mean if the game is about a castle the torches are good but that lights from WWII models are not good for that.
Try using different type of torches instead of using different lights from different time.
And you can use lightcandle.fpi for your torch lights as it can make a better scene.(I don't know if you use them I just remind)

Have our guns was a mistake!!!

I am PaYaM
i love zombies
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Posted: 17th Apr 2011 02:01
Payam i understand what you are getting at, hopefully i will find someway to fix the torch bug on my main torch im going to use, till then WW2 stuff will do.
Still, thanks for teh help offerings guys, if anyone has steam or such means of contact then i will get in touch
i love zombies
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Posted: 18th Apr 2011 02:10 Edited at: 18th Apr 2011 02:12
Good news, i managed to purchase some new model packs, which should mean i will be able to carry on and improved some of the levels i have been set to do (i have 2 level lists one for me to do one for my ex mapper to do (he was to lazy T_T) hopefully there will be some screenshots.
For those who would like to join devolpment i finally got my public email working, so email me about joining. all i need is
(will be ticked of when job is occupied)
Sound person (FPSC defualt sounds suck. i have to say it)
Music (borrowing music from games sucks)
Anonther Mapper
Animator.
Scriptor (im weak at it seriously ;_; )
Shader,Bumpmap, and texturer.
Story devolper (meh, i gave up, keep burrowing from games and then Knocking myself out for being stupid)
Voice Acting (Most of it may be letter reading and comments+scared noises but still )
i love zombies
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Posted: 20th Apr 2011 00:06 Edited at: 20th Apr 2011 00:10
Kinda stuck Here suggestions to what i can add to these


Excuse the face, and the monster for that fact, i accidently activated him lol



If you are gonna suggest light for the one above, dont bother, im adding some particle fog, by the creepy statue, and a fire by the door.
Edit: Any ideas to stop the model pack 54 letter entity from hitting enemies? and how to block off those stupid holes in the stairs without it looking stupid, or would the metrothearters stair suffice without being noticed (any skins for it to blend in please upload them thnx )
Payam
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Posted: 20th Apr 2011 10:52
The new screens looks more basic than before.
Maybe you have to take a rest for one day to get more energy for continuing.
And for those stairs you can do this:
Make a shape like this and by rotating fill the holes.

You can search for YRR Struct pack for better textures and scales.
I got that model from cosmic prophet's cave pack.

And for better designing you can use blood decals on the ground and story teller's dead body scripts for making enemies dead from starting.
Just like this screen from my game called GreeD:


The man is dead and it means zombies killed him,in your game it means creatures killed him

Have our guns was a mistake!!!

I am PaYaM
i love zombies
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Posted: 20th Apr 2011 16:37 Edited at: 21st Apr 2011 02:23
Thanks Payam, i will be adding dead bodies soon, not yet though, bodies show up before the monsters, by story telling did you mean like this:
It quite clearly shows the men were tourtured and some were put in to spiked cages to await their deaths.
bobochobo
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Posted: 23rd Apr 2011 20:42
2FPS?? That's er, not that great...
In the last screen the wall tiles don't look good vertically.
Your trailer looks good, but the castle alley parts look bland.
Also, you call your game Fallen Darkness at the end of the trailer.

Looks good so far.

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Posted: 25th Apr 2011 03:07 Edited at: 25th Apr 2011 03:08
Bobochobo what do you mean by bland, do you have any tips to help me on it?

Btw Payam i looked round the fourms and discovered you do a bit of modelling could you help out please ?
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Posted: 26th Apr 2011 22:45 Edited at: 26th Apr 2011 22:59
Quick Question, is there anyway to stop the WW2 Wine bottle clipping through walls its getting verry annoying T_T

One more thing, im using the wall tourches from model pack 43, i would of thought that due to the fact it was running on the same script the flame would apear however i get this.



Anyone know any fixes? i can hear the flames but i cant see them only the bloom from the light source.


Ps Payam, could you help us on the modeling (i saw some of your models on the fourm they are awesome ) if you are intrested just email me.
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Posted: 2nd May 2011 02:09
Ok good news Delusional Games is helping us with the Music.
And Hopefully there should be a small demo up soon (doubt the levels will be in the actual game though)
bobochobo
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Posted: 2nd May 2011 11:35
ILZ, have you tried placing a fire decal above your torches?

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Posted: 2nd May 2011 13:38
Yeah takes a while to allign them correctly but they work.
Its just that the cave pack the ceeling tourch already has fire and is a dynimic source of light, i would of thought the tourch would have automatically had fire to ^_^
Payam
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Posted: 4th May 2011 14:44
Sorry for late answers

I will mail you tonight about modelling.

For dead body scripts you can check this link:
http://forum.thegamecreators.com/?m=forum_view&t=181662&b=23
Do everything as it says or you wont get them work correctly.

Have our guns was a mistake!!!

I am PaYaM
i love zombies
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Posted: 19th May 2011 21:30 Edited at: 19th May 2011 21:38
I have several new screenshots of Rooms that i have just finished in the game, since the progress has been restarted (i was not happy with the original) so here are some screens of the new look of some room (the castle lobby has a lot of bugs to be fixed)


Big thanks to Delusional Games for doing the Music on the project though i have not heard anything from the music producer latley.
Also has a slight bit of a treat i decided to show a letter that is used in the game (its already been planted and its ready )
Quote: "18th August 1865
The men have no courage to go in, I know that the secrets within give key to my families past.
The Myths, The legend, the outcasting and the killing, it wounds me sorrowly to think of how these poor people could have such vile things done to them.
Shamefully, the people believe that "Spirits" are haunting the castle and they hear them scream out in the night, What nonsense, Tomorow i will enter the castle, in a hope of finding out, what really happend to my family."
Delusional Games
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Posted: 20th May 2011 00:46
I sent you an email, and said that i`m active again.

My paragon is not on the poster, its in the mirror.

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