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FPSC Classic Work In Progress / [X9] Beyond Life 2 - Development Thread

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Kravenwolf
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Posted: 26th Mar 2011 14:07 Edited at: 28th Apr 2011 14:46



I wanted to get this thread started, even though the game is still in its early development stages. Originally I was going to wait until I had a BETA/DEMO prepared before starting the WIP thread, but I tend to stay more focused on a project when I have a thread running for it. Most of the work I have done for Beyond Life 2 at this point is all on paper, so now it’s time to start work on the actual 3D elements of the game. I’ll be sharing my progress here for anyone who’s interested in following the development of the Beyond Life sequel. Shooting for a fall DEMO release; so we’ll see how it goes. Any questions and etc are welcome.



Developers
Kravenwolf
Hockeykid


Game Setting
Seven years after the Kal Manora incident; onboard the Kal Thea—the largest transport ship operating in the Milky Way Galaxy.


Story
TBA




Pre-Alpha Screenshot
[Obligatory in-game screenshot to keep this thread open]




Kravenwolf

Kravenwolf
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Posted: 26th Mar 2011 14:09 Edited at: 26th Mar 2011 14:21
Additional Screenshots












Omegamer
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Posted: 26th Mar 2011 14:17
Where are the additional screenies?
Otherwise looks promising!!!

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AbdulAhad
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Posted: 26th Mar 2011 14:33
Looking good Kraven

By the way which texturing program do you use?

Abdul Ahad

NinjaKiller
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Posted: 26th Mar 2011 16:23
Yes! This sounds awesome.

Beyond Life is one of the best FPSC games ever and
was extremely deserving of a sequel AND remake!



Call me Ninja
RelMayer
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Posted: 26th Mar 2011 16:37
Great.
One question: the corridors are made with entities or segments ?
What about collision detection ?

Please apologize my bad english, I'm French.

ELDORA Rocks !
starmind 001
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Posted: 26th Mar 2011 18:36
I am glad to see you have done this. Always wanting to know what you have been doing with this.

Doctor 3D
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Posted: 26th Mar 2011 19:09
Quote: "Great.
One question: the corridors are made with entities or segments ?
What about collision detection ?"



I have the same question as RelMayer about collision. I also see that you are even doing the floors in blender. How do you get this to work without the bots just running in place? Transparent floor on top of the imported floor?

Anyways, this looks awesome. The texture work is AAA quality.
Kravenwolf
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Posted: 27th Mar 2011 05:59 Edited at: 27th Mar 2011 06:09
Quote: "By the way which texturing program do you use?"


GIMP.


Quote: "entities or segments ?"

Quote: "collision detection?"


Entities, and collision works fine.


Quote: "I am glad to see you have done this. Always wanting to know what you have been doing with this."


Thanks Starmind. Will be keeping everyone updated.


Quote: "this looks awesome. The texture work is AAA quality."


Thanks. The textures started out as they did from one of Cosmic Prophet's scifi model packs. I just changed them up a bit, until I was able to get what I wanted. I decided it would make the game feel more like a Beyond Life game if the majority of textures were hand drawn just as the first game, as opposed to photo based, which I'm more accustomed to. So this will be a bit of a personal challenge to me, and a first.


Kravenwolf

cmando
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Posted: 27th Mar 2011 06:33
I can't wait to see more. Beyond Life was the reason I found these forums so I can't wait to see what you and Starmind have in store for us! Looks promising so far
Inspire
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Posted: 27th Mar 2011 06:43
Texturing is ace. If the rest of the game looks this pretty, and the gameplay follows suit, this will be a true worthy sequel.

defiler
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Posted: 27th Mar 2011 07:02
Looking good! I take it you model all the segments in blender and then cut them up into 100 by 100 segments for FPSC?

Can't wait to see more!

Current Project: Lost Contact: Chapter 1
wizard of id
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Posted: 27th Mar 2011 09:43
Nice job, perhaps still a wee bit box shaped...adding a grate or two on the side of the floor against the walls may give it a little more depth.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Juzi
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Posted: 27th Mar 2011 13:21
I know comments like these don't serve any other purpose than boosting your ego but oh well.

Looks amazing!

That's all I can really say. I don't have any critique at this time, WoI made some pretty good suggestions though.

Patiently waiting for the story

starmind 001
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Posted: 27th Mar 2011 23:55
Kravenwolf sent you and email and keep it between you and me for now, thanks.

Kravenwolf
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Posted: 29th Mar 2011 20:00 Edited at: 29th Mar 2011 20:47
Added Hockeykid to the developers list.




@defiler, not exactly, it's a little different than that.

@wizard of id, thanks. Yeah, I did plan on adding something to the floors to break up the repetitiveness. I'll probably experiment will floor grates; throw some pipework down there, and then cover it up with glass panels rather than metal grates.

@Juzi, ego boosted slightly, thanks.



EDIT: Since a lot of people only stop by WIP threads to look at the new screenshots, here are a few photo-edited captures. The reason for these photo edits at this stage is to help me decide the best full screen shader settings to apply to this particular area of the game;

Sharpened/Saturated




Grungy




Motion Blur/High Bloom




Kravenwolf

ASTECH
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Posted: 29th Mar 2011 21:44
I think the first screenshot suits it just fine. The reason I liked
Beyond Life style-wise was because it was so clean and crisp.
Hold the massive bloom and just give us the basic glow and cool
shaders and you should do the original justice.

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2 Rogues
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Posted: 30th Mar 2011 02:27
Excellent job kravenwolf!

I love your texturing style very much!
Metal Devil123
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Posted: 31st Mar 2011 21:25
Looks REALLY good, except I'm not a fan of all that massive bloom, but that's just me. Other than that, amazingly amazing.

gta player
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Posted: 1st Apr 2011 00:29
all of this looks great keep up the good work
DarkJames
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Posted: 15th Apr 2011 23:53 Edited at: 16th Apr 2011 00:13
...Nice texture work,James!

Kravenwolf
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Posted: 26th Apr 2011 10:32 Edited at: 26th Apr 2011 10:36
Gonna give this a small bump. Been a bit preoccupied with other projects over the last few weeks, but I did want to show everyone the full screen shader I've decided to go with for the game. The bloom's still a bit intense, but I'll be making a few adjustments a bit later down the road to subtle things down a bit.

(Full resolution image attached)







Kravenwolf

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DarkJames
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Posted: 26th Apr 2011 21:59
Well, i already seen this, and it doesnt cease to amaze, is that EAI's Mp53 gun you modified? or its another one?

ASTECH
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Posted: 27th Apr 2011 05:22
All those electronics and water pooled in the floor seams to make good grounds for an electrocution. I'm just saying.

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Kravenwolf
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Posted: 27th Apr 2011 05:51
Quote: "All those electronics and water pooled in the floor seams to make good grounds for an electrocution."


Nah, the panels over the actual light fixtures are sealed up air-tight. Does give me an idea for another challegne/puzzle though, thanks

Kravenwolf

starmind 001
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Posted: 7th May 2011 06:01
Interesting work.

Kravenwolf
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Posted: 7th May 2011 12:23 Edited at: 7th May 2011 12:23
Thanks, starmind. I decided to take a short break from this project for this month to catch up on a few others, since there doesn't seem to be a lot of interest on this one at the moment. Figure it wouldn't hurt to let it slide down to the next page so I can get some other things done until I start getting requests for updates for this one.

Kravenwolf

The Master D
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Posted: 7th May 2011 21:28
Looks fantastic Kravenwolf, I'm a huge fan of yours, especially your zombie swamp pack, and other works, keep it up!

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In Soviet Russia, spoon bends you.
The Master Dinasty
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Posted: 7th May 2011 22:09
Quote: "Looks fantastic Kravenwolf, I'm a huge fan of yours, especially your zombie swamp pack, and other works, keep it up! "


Same, kinda off topic but.
You are not trying to steal my name are you?


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The Master D
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Posted: 7th May 2011 22:11
Oh, no, my last name is Denchy and I'm a "master" of audio engineering lol

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Wraith Staff
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Posted: 14th May 2011 21:55
This looks fantastic!

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xX TOXIC Xx
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Posted: 16th May 2011 18:30
i have a question which is a little off topic but i saw you do it in the early on screen shots. how did you hollow out that lvl you created in blender, because im also getting into making lvls with blender but i dont know how to hollow out boxes to make rooms. your help would be appreciated. thanks

If you saw what was to be seen then you wouldent look.- xX TOXIC Xx
Butterkiss
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Posted: 25th May 2011 05:05
That is amazing! Keep it UP!

Multipul Projects are coming like rapid gun fire.... Bang.
mgarand
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Posted: 25th May 2011 12:19
Quote: "i have a question which is a little off topic but i saw you do it in the early on screen shots. how did you hollow out that lvl you created in blender, because im also getting into making lvls with blender but i dont know how to hollow out boxes to make rooms. your help would be appreciated. thanks
"


why not make some boxes that will be walls, and a box that will be the floor

EGG HEAD OF DOOM
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Posted: 1st Jun 2011 05:13
that takes up more poly's but it does still work

Deathead
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Posted: 13th Jun 2011 14:31
Quote: "i have a question which is a little off topic but i saw you do it in the early on screen shots. how did you hollow out that lvl you created in blender, because im also getting into making lvls with blender but i dont know how to hollow out boxes to make rooms. your help would be appreciated. thanks "

Primarily that would be inverted normals so in blender hit Ctrl-shift and then N, that should invert the normals. Although I'm guessing that Kraven here modelled out the corridor set-pieces using planes and then inverted the models inside out, probably before actually modelling them out.


Jeko
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Posted: 13th Jun 2011 15:50
where you tested best bloom and shaders. best pic is second. maybe to add grungy and motion blur.

do you use mod for motion blur, if dont pls say how to add it

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Gibba gobba
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Posted: 6th Jul 2011 09:54
Is Whethem working with you on this at all? Like any oversight?

Hello one and all.......
anayar
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Posted: 6th Jul 2011 10:02
Nope, Whethem is just providing more details on the story and player I think (Or is that for Starminds one?). Anyways, this is all Kraven!

So any updates on this Kraven? Id love some new screens

Cheers,
Anayar


For KeithC
liltwitta
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Posted: 7th Jul 2011 02:08
Nice textures! I am a fan of your work!

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Kravenwolf
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Posted: 20th Jul 2011 08:06 Edited at: 20th Jul 2011 08:07
Sorry guys, forgot about this one!


Quote: "why not make some boxes that will be walls, and a box that will be the floor"


Quote: "that takes up more poly's but it does still work"


Just delete the unseen faces when you're finished and you'll be fine.

Quote: "do you use mod for motion blur, if dont pls say how to add it"


Project Blue.

Quote: "Is Whethem working with you on this at all?"


No. At least not as of yet. But if he wants to participate, he's obviously more than welcome to.

Quote: "So any updates on this Kraven? Id love some new screens"


No new screenshots as of yet but a big update in the near future will take care of that. I've been working on some of the weapons for the game for the last month or so in my spare time, and on a short side-story chapter which will be included as a seperate DLC.

Quote: "Nice textures! I am a fan of your work!"


Thanks!

Kravenwolf

xlsheriklx
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Posted: 20th Jul 2011 12:40
Yeah..Kraven you are really Developer

Your signature has been erased by a mod, because it's too large.

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