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FPSC Classic Work In Progress / [x9] HABITAT - VG (A MaHo Project)

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Wolf
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Posted: 1st Mar 2012 00:25
Particullary interesting...intriguing...fascinating... great work

Looks very smooth so far. I like this rather unique, slightly overdesigned concept of a game.

Say, would you like to answer a few questions for an interview / presentation of this on my blog?

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
BlackFox
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Posted: 1st Mar 2012 04:34
I agree with Ross tra damus. This game is very unique in the design concept and breaks away from other games we've seen presented here. Not only is the media great, but the atmosphere fits. I can see you have put a lot of effort and hard work into this work.

We hope that your development will bring you great success and accomplishment. A few lessons can be learned from a development like this.

Well done, and looking forward to seeing more from this development.


Twitter: @NFoxMedia
maho76
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Posted: 1st Mar 2012 09:27 Edited at: 1st Mar 2012 09:29
thanks @ all for the nice words.

atm i am a bit disapointed with splitting up the levels, but loadingtime and ram-limit is a thing that i wont push away that easy (have to check why only a few cloned enemies consume that much ram and maybe have to do some changes here). loadingtime is nearly halved and absolute stable when staying under 1600mb and fits for 10-20seconds cutscenes so you wont recognize that the game loads (with this the game gets really heavy in storytelling). i have to test where best to place the videos and how to do it if possible without loosing loading-pace (especially need more experience in blender), but i am in the mood for characters now, so some sketches and 3d-stuff first.

there is so much to do on this, especially when thinking about the masses of media to create a chapter long and interesting enough to tell the story but upholding the gameplay... and now the new possibilities of v119... dont know where or when it ends, better dont think about. stay to the basics, stay to the basics, stay to ...^^

@wolf: sure would like to talk, send me mail.

gz

maho

SpaceWurm
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Posted: 1st Mar 2012 10:40
@Maho. Lol. Stay to the basics

I've also run into the problem where I need my level to stay under 1600mb, but its difficult when you want to produce levels that have a good quality of detail.

Your artwork looks great hey! Do you use a drawing tablet?

Landman

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WilliamK
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Posted: 1st Mar 2012 11:08
> I've also run into the problem where I need my level to stay under 1600mb, but its difficult when you want to produce levels that have a good quality of detail.

Why does it have to stay under that? My first level was over 1860 meg, so I had to use the systemmemorycapoff=1 option in the setup.ini file.

www.William-K.com
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maho76
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Posted: 1st Mar 2012 11:47 Edited at: 1st Mar 2012 11:56
no money for a wacom pen-display in a propper size, and my boss is good with my abilities in handdrawings and mousework.
scanned freehand ballpen on 15yo endlessroll-scratchpaper (pee-yellow^^) and some photoshopping & mousestrokes for basic colorshape, thats all.

detail is not the problem for me , its the mass of enemies that i get in trouble with. i have 30+ characters (cloned around 200) in my samplelevel, with very basic static shapes as enviroment, and hitting 1700mb now. without them only 800mb, so from simple math something is interfering here. planned were a minimum of 400+ clones. i have to check if each clone is calculated in building the game or if its only the object-masses/keyframes inside the single models to reduce.
change keyframes/models, check scripts, cloning, completely cancel lightmapping... we will see where to go.

well, could be that this way is better for player simply because it saves more often when split.^^

@william: memcap is for 32bit-machines maximum under windows, so your game can only be played on 64bit-systems when turning cap off. a no go for me, 32bit is still too popular.

hey, thread is redmarked, cool. thank you all for posting.

Ertlov
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Posted: 1st Mar 2012 17:54
Very unique, very strange, very awesome!

Come to where the madness is:http://www.homegrowngames.at
Wolf
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Posted: 11th Mar 2012 20:56
Interview with MaHo and presentation of this piece of FPSC Gold right here on my blog

Thank you!



-Wolf

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
Ched80
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Posted: 11th Mar 2012 23:11
Nice interview wolf. I never tire of reading about this game!

maho76
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Posted: 12th Mar 2012 10:30
without knowing it the interview MAY give a little insight what i wanna do with the textures later (if textures will ever be used at all). NICE SCRATCH-BACKGROUND, WOLF (wink,wink).

thank you for this, very nice presentation.

first post updated.

info: very busy atm with the job, but i try to give you an update next week.



gz

maho

SpaceWurm
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Posted: 12th Mar 2012 12:14
Quote: " Interview with MaHo and presentation of this piece of FPSC Gold right here on my blog "


Very cool interview Wolf!

Maho! Looking forward to the update next week

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Tax 78
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Posted: 12th Mar 2012 18:43
This game is really well done, congratulations

Tax

Sorry but I use a translator
Ross tra damus
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Posted: 13th Mar 2012 02:10
Nice Interview and very well deserved.

The full on action scenes remind me of the 'very' old 2D 'Space Harrier'? game which captivated me many many years ago and I'm looking forward to seeing this project develop further.

All the very best of luck.
Hivernaal
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Posted: 16th Mar 2012 15:12
Original work
Go on this way !

2 reasons to live
f*** and kill
DAEvo
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Posted: 18th Mar 2012 17:35
There is something about the visuals of the stark B&W objects hanging in the air that I found incredibly creepy and made of awesome. Fantastic work.

Game Designer, NOT Game Programmer. Handle with Care!
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Red Eye
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Posted: 19th Mar 2012 08:44 Edited at: 19th Mar 2012 08:44
Great job MaHo, I love the surrealistic feel it has!

And also great interview Wolf!

Cheers,

maho76
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Posted: 3rd Apr 2012 16:03 Edited at: 3rd Apr 2012 16:23
Hi guys, thanks again for the nice words.


UPDATE:

As atm job eats soul, i havent done much yet (not that much as i wanted to do) so i cant give you a big update, especially because i lost some newbuild models with a PC-crash.

So here we go.

- I worked on the sounds and soundtrack, playersound and sounscape.

- Tried around with WASP-Armor to get it from numerical to HUD-display, but didnt work with the named variable $arm. I tried to run both, handwritten HUD-armor with triggers in attackscripts, but it doesnt work as intended, protection stops working at around half of the level and i dont know why. If anyone is able to call the WASP-Armor with changeable HUD displays, please tell me how to do.

- I do some modellwork, but as said i had a PC-crash and all of the work done that week died and i hadnt time to redo it again yet.

- In the picture below you see some older and newer models out of blender, will start on the upper left:
Up left a side a sideshot of BLACK, right of him behind the title you see the WASP-radar embedded in the modified WASP-compass in the middle of the FOV. Right below again BLACK in front of ONE. In front of them the grenade-projectiles/claws that the glass character throw/shoot on you (its tripple the size of the stock-WW2 grenade to see it coming).
Right pictures (upper and lower) is a total-shot of the model (from left: BLACK, GLASS, BROKEN, SPLINTER, SHARD, ONE)



Here is a list of characters used up to level4 and main characters, dessected into custom works and stock, so you can get a picture how npc-detailed it will get. Combination of the different stockmedia works great so i dont show any textures where quality is very different.

c.u.s.t.o.m
----------

Black

One

Glass

Shard

Splinter

Broken

(Screech)

(Guardian)

(Twins)

(White)

(Player+Sense)


p.u.r.c.h.a.s.e.d
------------

Impulse = JFletcher Civil Soldier (f)

Life = Bond1 Bikini Girl

Refeed / Sense = MorphTactic Clone

Gatekeeper = Viral Outbreak Decayed
Dead = Viral Outbreak Grendel
Old Man = Viral Outbreak Jaws

Worker = Stock SciFi AI
Stalker = Stock SciFi Aiko
Shadow / Ghost = Stock SciFi Zombie

Wastelander Spiderbots


- And last some pictures of the level4 prebuild of the first half where you are still escaping the attack of GLASS and his henchmen.








Now its time to test v119 to get this damn Armor to work propperly.
I will go on working on the models and level4 and 5, maybe it takes a little more time until the next update will come in. Time for 2 weeks holliday, buddies.

gz

maho

Wolf
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Posted: 7th Apr 2012 00:46
Hahaha! I love this game. I really do! Very innovative, and I like your attitude towards it. Wish I would have it



-Wolf

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
007
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Posted: 8th Apr 2012 16:31
Hello dear Maho,

Just passing by this post i wanted to say, DAMN! Your game is looking awesome, something very original.

As you said, that you are still learning blender, so you had a great idea of modelling "non-realistic" characters, in a "non-realistic" world, so regardless that your models and animations are simple, not "realistic 3D", but the kind of approach and artwork you used in this game shows that you did a great job, you used simple 3d models to create a very surreal world.

However, the HUD design, and the concept art shows that you are a true artist.

Congratulations,

007.

Goldenye 007 N64
maho76
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Posted: 9th Apr 2012 04:21
thanks guys.

@007:

thats the idea in this whole thing. a style to get out of the conventions, starting in basic to get complex as my knowledge about all this stuff gets more and more complex.lets see if i can get this feeling into gameplay and story and bring this package together. its all about development.

for animations i start out simply with bone-binding and individual objects instead of 1 mesh. good for GLASS-destruction, so i started with him as your first foe. ONE and BLACK are my first 2 meshed characters, and now i am learning boneweight-handling (not that easy, needs a lot of practise in modelling human bodies). next will be blenders physics-system to get better destroy-animations of the glass-things. then we will see if i can get a fluid-particle from blender running in fpsc.

Gencheff
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Posted: 10th Apr 2012 02:38
I'm very impressed with this project. Great artistic style and overall effort put in.

Keep up the good work!

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
AbdulAhad
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Posted: 13th Apr 2012 04:48
Impressive work!! Fantastic and unique design!!

Abdul Ahad

maho76
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Posted: 15th Jun 2012 12:42 Edited at: 15th Jun 2012 14:25


UPDATE 6-2012

Hi guys,
time has passed since i gave you the last infos, so here we go with a little story what happened the last 2 months on this project (its not as much as it should be).

I did some tests and the BIG MISTAKE to break down how many media i have to produce to get the results i want. It was mindblowing. per level with around 20-30 waves i would need 100-150 soundsamples (including music-splits), using 20-30 variables, doing around 20-30 custom animations for cutscenes and behavior + the standard for each model.

NEVER MAKE AN EXCEL_SHEET AND NOTE IT DOWN WHEN YOU ARE A SOLO-DEV, JUST GO ON WORKING!^^

when i saw those 2000 sounds, 38 character-models, 800+ animations, 280+ huds ... i fall into a motivation-hole for nearly 3 weeks doing absolutely nothing on this project. it simply blows you away what will be your freetime-work for the next year.
luckily i went into a small holliday after that time, wich helps a lot to start work again.

GAMEPLAY:
Atm i have to decide wich way this projects should go, more action-driven or more adventure-style, we will see what future (and my abilities in fpsc) will come up with. i builded 3+1 levels with very intense action and 4 levels with more storytelling-parts (3 at start, 1 after the pure actioners).
i saw that even with the biggest action and adding different things to each level to give character-evolution-aspects and rewardpoints, its not that bad to bring some more depth into gameplay.
i decided to do alternative paths in the levels to avoid enemy-waves for those players who wont do shootouts all the time. this will also result in ingame-changes. i want to teach players and show what they are doing there, rewarding individual and moral behavior.
easy to do with triggers and variables, and gives a nice shape to the game. results will be things like different character-speaches and behavior to the playercharacter, easier ways through the level, getting more help or loosing it, or maybe alternative level-route through the game. but that also means MORE planning and media to create.
but i think its worth the experience. The bad ones get the bigger guns, the good guys get the girl (wich doesnt mean you arent also a tough piece of bread ).




GUNS:
to force player to do controlled weaponchanges, i have a big range of weapondamage in this game.
the basic MULTITOOL is like an assaultrifle (5dmg autofire), next is equal to a minigun (5dmg autofire-shotgun) for the mass of standard-enemies, UPGRADE2 will be a heavy CAWS (50dmg autofire-shotgun with lower reload-capacity) for the bigger guys, UPGRADE3 will be some sort of railgun/panther-canon (250dmg single-shot) for the first bosses...
this forcing to change weapons (you can kill a boss with the smaller guns, but a much harder task than using the gun designed for this) brings another element to gameplay, especially when building it into situations where you have to change infight while enemies on your back.



From left to right: Upgrade3, Upgrade1 & Basic Multitool


SOUND:
I tested the soundspots usable for a music-composition inside the game, including character-voices (hurt1-3,finalmoan etc.), zonesounds, gunsounds etc. Goal was to divert the level-soundtrack onto these spots, so it depends on the players action how the soundscape is set to better direct player emotions and therefore force pace to his actions, triggering his own speed so i dont have 1 soundtrack for the level but 10-20 parts that switch over leveltime, depending how the player behaves. for example: player goes down the path, silent ambient is playing. he reaches a triggerspot, voicesample is played and music switches to a slight beat part. enemies appear, triggering another breaksample and fat 4/4-beats start playing. enemies dying adds another spherical part to the track, until the last enemy is killed where the variables for this wave triggers a switch in music again, final voice/trashsound before going back to the pure ambient again and calming down the scene.
its possible to do it like this, but i have to split all the soundtracks into samples and re-arrange them in the editor again. this means lots of work and an awesome mass of small media to produce and edit, and its hard to get a result that sounds good for the player, especially that i am no sound-artist or sound-engineer, this is a really hard task to go. i will reduce that part to the neccessary elements to save time and to come to an end somewhen without loosing my mind.

ANIMATIONS & MODELLS:
I did some modells in blender and tested my custom character-rig for the BRIDE OF GLASS using an altered bazooka-version as weapon, but for some reason the character works fine as a melee, but when i give it a weapon, it crashes the game when changing to destroy-script, giving a limb-number error, and i have no clue why or what happens there.

I need help here because i dont know where the error lies. if anyone has made custom nonhuman character-riggs in BLENDER that can use weapons without errors before, please mail me or post here, you are very welcome.

Also there are some problems with v119 and purchased characters i wanted to use, resulting in heavy lag or crashing the editor/buildgame, but i think it will get better with v120, so i will wait to insert or work on alternatives till v120 is out.



Satelite: Autonomic weapon orbiting player, scripts by Ched80



Broken: Midsize enemy



Bride of Glass: Guardian of the path, first Boss-Encounter Level5



MAPS:
I nearly finished to setup the waves in the second bridge-level (last update), works fine and is a very high-paced escape from glass all down the bridge (you can choose different ways to go, one on ONEs path where you have to kill a bunch of enemies, another one more jump&run), reaching level 5 to jump of into an open field, dominated by ONEs circles (level5). i wanted to do some plain-work wich has a more arena-like feeling than the straight paths i have done until now to introduce the player to the wavesystem. now the behavior in play changes, enemies appearing from all sides, and the enemy-warning and compass wich SENSE provides doesnt help that much anymore. too much enemies in endless rows from all sides. when you survive this, the TWINS will give SENSE an EYE for the further ways, wich is the altered v119-radar you saw in the last update. absolutley neccessary to get orientation in arena-fights.
you also will find a bigger tool-upgrade to pass the BRIDE OF GLASS, the first real fightable BOSS.




Second Bridge-Level




ONEs plains Part1


Thats all for now. As said above, would be very cool if someone with experience on custom-character-rigging for weapon-use in BLENDER is around and may help me with the upper told problem, would bring one major aspect to the game i cant show up with atm.

Pictures are raw-nonrendered screenshots out of Blender, except the last 2 rows, shot in finalbuild-game alpha.

Greets

Maho




(i will update the opening-post soon)

MrValentine
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Posted: 15th Jun 2012 12:53
I SMELL A STEAM RELEASE

Beno09
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Posted: 15th Jun 2012 13:37
Quote: "I SMELL A STEAM RELEASE"


-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
maho76
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Posted: 15th Jun 2012 14:36 Edited at: 15th Jun 2012 14:37
^^ rofl, really sweet, guys. thanks.

MrValentine
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Posted: 15th Jun 2012 14:51
I believe you meant ROFL... hehe

But you are welcome

Ertlov
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Posted: 15th Jun 2012 16:37
you, Sir, are a freakin genius.

Come to where the madness is:http://www.homegrowngames.at
Ross tra damus
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Posted: 15th Jun 2012 18:24
Great to see you back on this and looking forward on its progress.

I hope you find someone who can help with the character-rigging issue.

All the best of luck.
AbdulAhad
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Posted: 17th Jun 2012 06:59
Definitely one of the most unique games ever. I love the rotating HUD crosshair!

Abdul Ahad

TriSpefear Studios
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Posted: 27th Jun 2012 21:07
So awesome

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
maho76
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Posted: 3rd Aug 2012 18:22 Edited at: 3rd Aug 2012 18:26
For Info:

Hi guys & girls,

for some reason i dont remember i want to inform you that i got a heavy and really painfull viral infection on my left body side (socalled herpes zoster virus) wich infected my left eye. maybe i loose my eye, but with a bit of luck no permanent damage, but i cant concentrate on anything for more than 2 minutes without puking around, so enough to write this (not that i suspect anyone here misses me^^) but not any further for now.
i hope i will be back again in a few days and see some new things around here to read back.

keep up & greets


maho

edit: greets to wizard of it, sorry that i couldnt finalize his warehouse challenge with this crap.

Disturbing 13
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Posted: 3rd Aug 2012 19:45
I am sorry to hear that. I hope you get well soon. And ofcourse we miss you; this is one of the most unique projects created in FPSC. Pure genius.
Best wishes,
D13

Disturbing13
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Ross tra damus
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Posted: 3rd Aug 2012 21:16
I hope all works out for you OK with your health issues and again ,No, we haven't forgotton about this project.

All the very best of luck to you.
Ched80
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Posted: 4th Aug 2012 00:25
Dude!!!

What happened???? I wish you a full recovery! I'm currently in the south of France with work, but i am sending you plenty of telepathic recovery messages!!!!

Ched

MrValentine
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Posted: 4th Aug 2012 06:41
On behalf of all here:

Sorry to hear this, and we all wish you a healthy if not speedy recovery!

Best wishes

TGC FORUM

WE HAVE NOT FORGOTTEN YOU! AND WE DO MISS YOU!

unfamillia
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Posted: 6th Aug 2012 14:33
That sounds truly messed up!

I wish you all the best for a speedy recovery!!

You would never be forgotten around these parts....not with originality like this nor for all the amazing input you had for other developers when they were stuck!

Just get better soon, as i really want to play this game!

Unfamillia

[url=www.touchoffear.webs.com][/url]
electric chihuahua
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Posted: 8th Oct 2012 06:37
Any news how he is doing? I just tripped across his awesome project only to find out he is ill. Hope all as turned out well. His work is truly inspiring!
maho76
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Posted: 8th Oct 2012 14:16 Edited at: 8th Oct 2012 14:19
recovered, missing parts of FOV on my left eye, no permanent neuronal damage > all in all turned out well.

i got some new goals for this, made some new maps, sounds and doing some new models atm (special animation by bugsy).
i think i will update next month, i try to get some special behavior (how game reacts on your gameplay), we will see whats done till that, but timing is messed up.^^

thanks for the compliments.


maho

MrValentine
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Posted: 8th Oct 2012 14:20
Welcome back maho! congrats!

SpaceWurm
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Posted: 8th Oct 2012 21:25
Glad you're better Maho!

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2Beastmode4u
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Posted: 9th Nov 2012 05:41
Beautiful work Maho, glad the scripts are being put to use in such a unique and great looking game.

Cheers.

God help me, Please.
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Posted: 9th Nov 2012 07:24
This looks awesome. I really like the visual style and the game seems nice and straight forward. Hope you're still working on this.

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