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FPSC Classic Work In Progress / [x9] Digmaan: The Aftermath

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kulet
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Posted: 15th Oct 2011 16:04 Edited at: 15th Jan 2012 10:43
Digmaan: The Aftermath




Developer: RWSBGames


Story:


After months of war between the Earth and Jupiter, the Aliens decided to left Earth because it can no longer fight the growing force of the resistance, and with their force were slowly being beaten and their main base has been terminated by the resistance, they are now incapable of sustaining their military defense and invasion plans.

We thought that their defeat will bring peace and harmony in our planet. But we are wrong, while we celebrate for the victory of winning the war, there is something happening somewhere in Earth that is so obscure, no one knows anything and something about it except from the Aliens. Before living the Earth, the Aliens left something for us, that is beyond our understanding and beyond the fear that they bought to Earth the first time they arrived here.

A very fearful revelation and dark events are soon to come, much more evil and pain left to us by the Aliens.

Earthlings! Prepare for the worst!

Play the role of Sergeant Rey, learn the aliens most obscure dark secret and find a way to prevent it or to destroy it for good.


Digmaan: The Aftermath, is an FPS survival game with lots of twist and cool features. Puzzle levels, exciting special effects, good lighting and many more. Powered by TGC's fpsc x9.

This is a sequel of Digmaan

Rest assured that this version will be much better than the first one!

Screenshots:

Indoor screenshots





Outdoor screenhots



Click here for more screenshots!


contact us via mail: rwsbgames@gmail.com

Visit our website: www.rwsbgames.com

Visit our IndieDB Section

Thanks and have a great day!

Demo here

FPSC DTA Showcase Link!


work in progress
ladas51
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Posted: 15th Oct 2011 16:28
Good job mate
Susysyay
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Posted: 15th Oct 2011 16:36
Not too bad, I especially like the armory. Bright lights add a vibrant color scheme, something of a rarity in FPSC games. The only thing I have to ask - why are there WWII era Thompsons in something that looks like a slightly futuristic game? Make sure you keep things consistent, otherwise people will be scratching their head wondering what you're trying to accomplish.

-Winner of the X10 Revival Competition, Susysyay
"I'm havin' too good a time today, I ain't even thinkin' bout tomorrow."
kulet
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Posted: 15th Oct 2011 17:16 Edited at: 16th Oct 2011 05:16
@ladas51 - Thanks mate!

Hi Susysyay, thanks for dropping by and for the very nice and honest feedback.

Quote: "Why are there WWII era Thompsons in something that looks like a slightly futuristic game?"


Cause there is a story behind it, after the Digmaan, everything seems to go back from scratch, that is why the Resistance (the only military force left in the world) is getting all the resources that is left to them, be it in form of raw foods and in form of old weapons, rusty weapons and refurbished weapons to the latest weapon that they can have.

I am watching you...
born for game
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Posted: 17th Oct 2011 11:32 Edited at: 17th Oct 2011 11:33
Nice work. The light of the map is excellent.


kulet
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Posted: 17th Oct 2011 13:22
@born for game

Quote: "Nice work. The light of the map is excellent."


Thank you so much... But of course, there are still things that I need to improve. A big thanks also to some tutorials of wolf for the lighting then I tried to experiment by myself and as a result, good lighting. Thank you so much.

I am watching you...
Metal Devil123
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Posted: 18th Oct 2011 15:58
Quote: "Rest assured that this version will be much better than the first one!"

I played the first one now that I saw this thread and sure hope so. It's looking a lot better already, I like the outdoor scene.

kulet
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Posted: 18th Oct 2011 17:42
Quote: "I played the first one now that I saw this thread and sure hope so. It's looking a lot better already, I like the outdoor scene. "


First, thanks for playing the "Digmaan", then thanks for appreciating the outdoor levels, We are really putting a lot of hard work on the outdoor scenes.

Second, for sure the sequel will be better, because the old level designer has already been kicked off the team for some very serious reasons. We are also trying to re-texture some entities for this game and we are also trying to make our own model for this. We will also be putting custom huds so that graphically wise, the game will look better than the last one. We are also trying to put custom special effects in this game, I don't know if fpsc can handle it but we hope it can so that the feel of sfx realism in game will also be experienced by players.

We will also not be on rush to release the game, we will take all the time that we needed to make this game a better one.

Thanks for dropping by and have a great day.

I am the new and official spokesperson of the team, rwsbgames. Tinker is no longer a part of the team!
Metal Devil123
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Posted: 18th Oct 2011 18:12
BTW, try SHIFT+R or CTRL+R when rotating entities, you can rotate entities 1 degree at a time like that Hope it help, I just noticed that everything in your screenshots were rotated perfectly just pressing R.

And my problem with the first game was it's unfair difficulty, I have no problem with hard games, I like challenge, but that was just so unfairly made, especially the later levels, the sewer one and the alien place thingy where there were this huge blades on the wall (which were annoying as hell). It looked bland too, but I see that now you have some good lighting going on and it looks far more interesting now.

Oh, and are those towers in the second screenshot ment to be white like that or is it a texture bug?

kulet
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Posted: 19th Oct 2011 02:23
@Meta Devil123

Thanks for the tip, and sorry if the first one is really hard, we are trying to remake all the gameplays and put a little twist, no more traps maybe, and lot's of additional features.

And yes, it is white, do you think it is not good for the scene? What can you suggest?

Thanks for dropping by

-kulet

I am the new and official spokesperson of the team, rwsbgames. Tinker is no longer a part of the team!
Metal Devil123
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Posted: 19th Oct 2011 10:03 Edited at: 19th Oct 2011 10:03
I think it looks good, but I thought that maybe it was a texture error, because I sometimes get that, entities turn white for one reason or another.

And I had no problem with it being hard, but it just was that the enemies were placed so that it was almost impossible for me to kill them (altho I don't play much tactical shooters anyway). They were too far and I didn't have any weapons with a scope or anything. Hard games are good, if the difficulty is done so that it's a fair challenge.

I can see that on the left you have this wooden strutcure going through a door in the last screenie

kulet
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Posted: 19th Oct 2011 13:29
@Meta Devil123, Oh I thought it was bad. The wooden structure, errr, didn't saw that one, thanks for telling me

I am the new and official spokesperson of the team, rwsbgames. Tinker is no longer part of the team!
kulet
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Posted: 26th Oct 2011 03:13
A little feedback will do guys....

I am the new and official spokesperson of the team, rwsbgames. Tinker is no longer part of the team!
kulet
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Posted: 26th Oct 2011 13:05


latest screenshot from the game, I kinda upload very slow because we are very busy focusing on the outside levels.

I am the new and official spokesperson of the team, rwsbgames. Tinker is no longer part of the team!
kulet
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Posted: 26th Oct 2011 15:48


and another screenshot

I am the new and official spokesperson of the team, rwsbgames. Tinker is no longer part of the team!
Metal Devil123
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Posted: 26th Oct 2011 17:50
Looks great, but the last screenshot could use some entities to make it look more interesting, maybe some lights like a lantern or something. Also the stacking of the segments looks weird, as it's the low part of the room over and over again. Other than that, it looks great!

kulet
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Posted: 27th Oct 2011 04:47 Edited at: 27th Oct 2011 05:21
@Meta Devil123, o yes, thanks for noticing that, maybe I should put some entities to it, and about the stacking of segments, I think of it as a wall? Thanks for the comment... By the way, can you tell me what is the best fps (frame per second) in an outdoor are? cause With no dynamic entities i get 58-60 fps but with dynamic entities, I get down to 40-39? I guess that is really bad? Can you suggest things that can make the fps better, I am a bit stressed right now of how those fps falls down, and I really need a way to make it better again or else I will do create a new level for the scenes. I appreciate all the feedback you are giving me and it is really a big help for me.

-kulet


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kulet
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Posted: 28th Oct 2011 15:03


another screeny, ^^,


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Metal Devil123
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Posted: 29th Oct 2011 00:17
Well, 40 isn't really BAD fps, but there's a lot of visual things like bloom and LOTS of water going on in your levels, which, while looks very nice, hurts the frame rate.
Quote: "and about the stacking of segments, I think of it as a wall?"

ummm... yes, it's a wall, definetly...
But you have the high, mid and low piece of that segment in your stock library, and you put low, over low, over low, over low etc, although I think low piece, then a middle piece would have worked a lot better? Are we on the same page now

kulet
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Posted: 29th Oct 2011 14:43
@Meta Devil123, o yeah I get it, SO that is how to use a low mid high segment, now I know, thanks for sharing, I will definitely fix that asap. Thanks mate as always...

-kulet


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kulet
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Posted: 1st Nov 2011 09:12
Corregidor Island



Island where the Malinta Tunnel is located.


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Susysyay
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Posted: 1st Nov 2011 16:19
The layout of the island is nice, but I'd recommend to fill it up with either more foliage (grass, weeds, etc) or fences or other small structures. Otherwise, nice atmosphere, bright colors, and overall pretty attractive to the eye.

-Winner of the X10 Revival Competition, Susysyay
"I'm havin' too good a time today, I ain't even thinkin' bout tomorrow."
kulet
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Posted: 1st Nov 2011 18:59 Edited at: 1st Nov 2011 18:59
@Susysyay, thanks for the suggestion, anyway I am not yet done with the map, I will still go back to it to make some changes and maybe go with your suggestion and thanks for the great praise.

Here is a blood effect I created for my game. It may not be good but I think it will do.

I created the blood decal effect with the use of Adobe AE, Photoshop and Model Maker.

Here's a video.




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EyEpatch Games
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Posted: 3rd Nov 2011 07:55
I like the level design, this is very well done, great job man
kulet
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Posted: 3rd Nov 2011 09:47 Edited at: 3rd Nov 2011 10:13
@EyEpatch Games - Thanks man, the likes of you keeps me motivated to continue the this project.


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kulet
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Posted: 4th Nov 2011 15:41 Edited at: 4th Nov 2011 16:09
Here is a hud I created for my game as well as a new screenshot frm the Island.



suggestions and comments for the huds are accepted since this is my first time making own huds.


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kulet
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Posted: 5th Nov 2011 08:37 Edited at: 6th Nov 2011 03:56
latest screenshots with objectives and compass.

Huds are complete.

all the huds are created by rwsbgames.

Objective script is by conjured entertainment.

Compass script is by WXG, modified by rwsbgames to fit the game

Press tab key for objetives.



remade and done with the huds...




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kulet
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Posted: 6th Nov 2011 11:24
newest screenshot from inside the tunnel...



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Bugsy
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Posted: 6th Nov 2011 17:43
Hey, Nice levels! I definitely like them, but I have some crits to offer as well. First, you might want to put illuminationmaps on all of your lights. this will make them light up.

I must say, your exteriors are far nicer than your interiors, just like me! maybe work on adding some extra details inside. also, tone down the bloom effect, it's a little over-the-top, but that's just my opinion.

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
kulet
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Posted: 7th Nov 2011 00:58
@Bugsy, first, thanks for granting my request and liking my levels.

Quote: "First, you might want to put illuminationmaps on all of your lights. this will make them light up."


O yeah, never noticed that, thanks for that one, I am sure that will make my levels more realistic.

Quote: "I must say, your exteriors are far nicer than your interiors, just like me! maybe work on adding some extra details inside."


O yeah, that's a problem for us on our team, we are having hard time to mixed up and be creative on what entities to use on inside levels.

Quote: "tone down the bloom effect, it's a little over-the-top, but that's just my opinion."


O yeah, maybe I should really do that.

Thanks for dropping by mate..

By the way you can send me a message for the hud request, or blood effect as well.

-kulet


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SgtBrown5
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Posted: 8th Nov 2011 22:07
Nice job. Lighting is pretty good overall. One thing that I personally would do, is try not to use models with different hand textures. Or at least try to retexture so they look the same. Because it looks weird when you have gloves on one moment then the next you don't, or have different gloves on. You get what I mean? But other than that it is looking good. Keep up the good work.

SgtBrown5
kulet
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Posted: 9th Nov 2011 03:11
@SgtBrown5, O yeah, but I am really having trouble re-texturing the hands, I am really having a hard time on it. Can you suggest something on texturing? By the way, thanks for the nice feedback.


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SgtBrown5
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Posted: 9th Nov 2011 21:47
I'm not the best at re-texturing either But I would either use Photoshop (if you have the money) or paint.net (free) Both programs will get the job done.

But, to make it look good, that takes practice.

Another option is to try and contact EAI and see if he will make the weapons you need.

Hope this helps, but quite frankly I'm not good at creating my own stuff either.

Best of luck to you and your game

SgtBrown5
kulet
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Posted: 10th Nov 2011 03:09
I have photoshop here, maybe I should try it myself, anyway, practice makes perfect...


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kulet
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Posted: 10th Nov 2011 04:01 Edited at: 12th Nov 2011 08:06




latest screenshot...


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Leongamerz
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Posted: 14th Nov 2011 12:10
Humm all newcomers are become pro then the older one haha.Well done Kulet.I thought Digmaan was a bad game but I force myself to see your work and I really suprise with your work.The design are really really great for me but only one think you need to improve is lighting ok?.If this game release,I will review it .Well try practising more.Err become designer need more patient.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

kulet
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Posted: 14th Nov 2011 13:53
@Leongamerz, yeah the first one is unpolished, but this one, o men... Already spent so much time with this, and Yeah sure I will improve the lighting... And you know what, because of so much me being wanted to make this game much better than the first one, I even bought zombie apocalypse 2...

Here to show you the latest update.. I am now polishing everything and I am very much flattered you liked my game...




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Leongamerz
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Posted: 14th Nov 2011 14:00
Wow looks good man.Will watch this thread from now on....

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

kulet
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Posted: 15th Nov 2011 01:15
@Leongamerz, wow thank you! Really, thank you so much....


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kulet
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Posted: 16th Nov 2011 09:35 Edited at: 19th Nov 2011 05:38
Here is the gameplay preview for everyone



Download Demo:

IndieDB

working now..


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Metal Devil123
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Posted: 18th Nov 2011 21:45 Edited at: 18th Nov 2011 21:46
Can't download the demo, this laptop has a problem with EVERY fpsc game, it's not just you. But from the video, it looks okay, the other zombie in the beginning is walking against the safety thingy on the platforms (how can I forget what that word is!?) and it seems a bit underwhelming and dull at some points, especially when compared to your outdoor scenes, which look very good! There seems to be some texture overlapping in the very end on the floor, if I see right.
And the huds look nice, but maybe they would be better without the text, just the hand icon, or the key icon, and so on.
You got good progress here though.

kulet
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Posted: 19th Nov 2011 05:21
Thank you so much metadevil, this will really help me, I already changed the demo, It have 3 zombies and all are placed well, I just hope you can download it now so you can see it's improvements, the video is a bit outdated also, there are lots of improvement now, however, I will find the overlapping that you noticed. And I will fix it immediately... Thank you so much and have a great day.

-kulet


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Metal Devil123
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Posted: 19th Nov 2011 22:33
I will try if this works, but I have tried to download many FPSC games on this laptop, and even install my FPS Creator here, but never worked. So if this doesn't work, I'll be going home by next weekend, or week after that, so then would be the soonest that I can try it.
But anyway, it's almost midnight here, and my another eye hurts from watching too much movies in a row (I had a Godzilla marathon, lol ) so I guess I will be going to sleep now, but I will try to download tomorrow!

kulet
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Posted: 20th Nov 2011 02:43
@Metal Devil123, thanks friend, hehe give it another try.. But anyway if not, I can say that you can still download it when weekend comes. Have a nice sleep.


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Leongamerz
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Posted: 21st Nov 2011 17:42
Wow the game play is cool but I can't download it since my internet is low speed.I am bit busy right now since I was learning using Cry Engine and improving my skill in Unity.Anyway will download it thought,If I had a free time.Here's for you mate.Good luck.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

kulet
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Posted: 22nd Nov 2011 00:38
Thanks Leon, wow, I am also learning my way to cryengine, however I find it a bit expensive that is why I am also learning to operate UDK. Most probably I will go with UDK and FPSC only for now, since UDK is good on outside levels and adventure games is good for that engine and fpsc is good at indoors and it's good for horror genre... Thanks Leon, cheers!


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kulet
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Posted: 26th Nov 2011 02:08
latest screen shot and added feature to our game.

Mission Objectives added as feature to our game since the first game almost to none objective and story, we now give you the added features. Lots will be added soon to add flavor to the game so better watch out. You can also visit our thread on IndieDB.

Press tab to see the objective and once item is acquired a hud of the item will appear saying objective acquired

IndieDB.com <<<< Click

See attached.


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Leongamerz
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Posted: 26th Nov 2011 10:25
Humm nothing to say,just nice hud man.Well done,I really like the hud alot.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

kulet
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Posted: 27th Nov 2011 01:29
Thanks Leon, I am glad you liked it, we are now on the final part of the development, wish us luck! Have a great day....

-kulet


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kulet
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Posted: 1st Dec 2011 01:52
Vote this game, as best Indie game of 2011 on IndieDB please support.. Thanks....


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