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FPSC Classic Work In Progress / [X9] Escape The Bunker: 1944

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ASTECH
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Posted: 25th Feb 2012 02:51 Edited at: 12th Apr 2012 04:56


Developer: Astek

Contact:


Engine Version: 1.19 BETA

Required Screenshots:










NOTICE: This game does not support nazi ideology or aim to be offensive. This game only goes as deep as the setting.


Story:

You play as a young Wehrmacht recruit nearing the end of World War II in 1944. You serve the Reich by handling radio communications and communicating orders from commanding officer's within an underground bunker. You thought you had it easy. Being, in essence, a messenger boy was far better then a front line soldier. You know first hand. You've been on the battlefield and you never want to be on it again.

Recently, you have come down with a strange fever. Its not just been you but several people, who have taken ill. Doctor Klein has worked his hardest to engineer a cure. Some people have seen signs of improvement, such as yourself, but many people have only deteriorated because of the administered cure. It's been days since you've last heard from anyone. You've gained enough strength to venture out of your room. What you will find, will be far more mortifying then any front line assault you've ever witnessed...


Teaser Trailer: http://www.indiedb.com/games/escape-the-bunker-1944/videos/story-intro-video

Description:

[i]Yes, this game is VERY HEAVY in stock media. Let me go ahead and address this. This may be considered a very newbie move but just look at the setting. I have plenty of WW2 models at my disposal, and I'm not afraid to use them! While the models may be considered ordinary, I assure you that the game experience will be far more then your ordinary FPSC game. I've done a good bit of scripting to customize my game and allow interactivity to sell my gameplay.

Download:

http://www.indiedb.com/games/escape-the-bunker-1944/downloads/escape-the-bunker-1944

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Omegamer
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Posted: 25th Feb 2012 20:41
One of the first times I see a FPSC Game that is looking great even with stock media

1 thing I dont like is that the room in the first picture is in my opinion too bright but otherwise it looks cool.

And for the speaker thing, if you'd need a speaker I could try at a few lines since I am German.
But well if you mean native you mean with an accent right?
Well we germans dont have the accent in english you know from WW2 games

ASTECH
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Posted: 25th Feb 2012 21:33 Edited at: 25th Feb 2012 21:36
Quote: "One of the first times I see a FPSC Game that is looking great even with stock media"


Thank you.

Quote: "1 thing I dont like is that the room in the first picture is in my opinion too bright but otherwise it looks cool."


This was taken while the player was equipped with a flashlight. I'm not sure if I'm going to X this feature or not. We will see.

Quote: "And for the speaker thing, if you'd need a speaker I could try at a few lines since I am German.
But well if you mean native you mean with an accent right?
Well we germans dont have the accent in english you know from WW2 games"


Haha. Yes. I know that not all Germans sound like that. I wanted it thick so that it was very obvious they were German. I didn't
want them to sound like Americans per say. As far as the lines go, I've got some that should fit you perfect! It's only two lines.
Email me if you are still interested. I just hope that you have a good quality mic. I need the lines to not be distorted and clear as possible.

Thank you.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
ASTECH
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Posted: 27th Feb 2012 17:22
Alright,

I feel like I'm not being taken serious because this is a stock media game but I guess it is what it is.

I'm still requiring some testers and its sort of a shame that no one has offered up on it yet. I know normally people show their best
stuff in the screenshots and everyone "Oh's" and "Ah's" over it... only to the play the game and realize you've pretty much already
seen the game through the 100 screenshots that were posted. I know that people want their game to be shown, but the real experience
should never be unspoiled.

If you are interested in testing, I need you to contact me as soon as you can. I need to get a few people to experience the game
and help me fix some things I might have over-looked before release.

Thank You.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
maho76
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Posted: 27th Feb 2012 18:02
missing a global description of gameplay a little. more adventure or more shooter? i have not that much interest in pure ww2 shooters, but adventure-like would be okay to test.

if you didnt wrote the things about stockuse, most people wouldnt even recognize. its not a shame to use stock, thats what its made for, and nearly noone out this community will know.

wip-marketing: dont wonder when no one gets off when looking at this if you have nearly NO eyecatcher in screenies... or story, description, gameplay etc. thats what eyecatchers are for. if you have only 4 screens in a wip and you have to say that these are all bigpics in the game, then your game is a fail and not the bigpics or principle of an eyecatcher.

btw. if you dont find a nature german voice, i am and have a good mic (anywhere here). good voice? dont know

Omegamer
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Posted: 27th Feb 2012 18:18
You should now have my mail with the text.
I hope its good enough if not well I can give it a few more trĂ­es

BlackFox
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Posted: 27th Feb 2012 18:29
Looks good so far, particularly the usage of stock media. We've used stock in our WW2 development- no shame in that. That is what it is there for. It is a developer's choice and we certainly don't care if a game uses it or not. It is how it is used that makes or breaks the game.

The teaser video has a spelling mistake in it- around 1:50 as the line fades in, the word quarantine is the error. The music was a good fit, but the video overall seemed a little "empty". I was hoping you might have shown a few shots of the bunker or even outside the bunker entrance and have it go down into the bunker to where there was some activity going on.

We enjoy all WW2 games, and will keep watching this thread.


Twitter: @NFoxMedia
ASTECH
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Posted: 27th Feb 2012 18:32 Edited at: 27th Feb 2012 18:41
Quote: "i have not that much interest in pure ww2 shooters, but adventure-like would be okay to test."


"I'm aiming to create a solid adventure game."

It's hardly a shooter game. Adventure is the biggest theme among this game. I also understand what you are saying about the eye-catcher. I'm trying to keep most things secret, and while I know its bad for marketing... I wanted to take a different approach. I want my testers to give a brief summary of what they experienced. I want the testers to pretty much sale my game. I want the experience to sell my game. People will look at the screens and be like "wow, this game looks so boring but yet these people actually enjoyed it?" Curiosity is the biggest gun in my arsenal. I might release 1 or two more screens or perhaps a teaser... but I'm not willing to spoil any surprises in the game.

Also, I've gotten plenty of voice actors. I am considering you Omegamer , but maybe not for the character I wanted. Perhaps you could be the main
character's voice? I'm still looking into it however.

Maho, I am interested in hearing you. If you would email me, perhaps I will see if I have a part for you in the future.

BlackFox, thank you for the encouragement. It seems to me that a lot of people have scorned others over using stock media. I also thank you for seeing that mistake. I will take care of it in the final video. It's not the final story intro but I will make sure to double check the spelling next time.

Thanks for replying guys.

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bruce3371
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Posted: 27th Feb 2012 18:42
Yes, I agree about the stock media. It's not what you've got, it's the way you use it (said the Bishop to the Actress).

I've used a lot of the sci-fi stock in my game, simply because it is what fits best with how I imagined the game would look when I was planning it.

Omegamer
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Posted: 27th Feb 2012 18:44
Quote: "Perhaps you could be the main character's voice? "


Im in, just send me the lines and tell me how I should pronounce them

starmind 001
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Posted: 28th Feb 2012 01:06
Astek, I will beta test for you.

ASTECH
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Posted: 28th Feb 2012 05:04
Alright Starmind. Once I get the voice acting injected that the final level polished, I will send you a test version of the game!

Thanks

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BlackFox
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Posted: 28th Feb 2012 05:22
Quote: "BlackFox, thank you for the encouragement. It seems to me that a lot of people have scorned others over using stock media. I also thank you for seeing that mistake. I will take care of it in the final video. It's not the final story intro but I will make sure to double check the spelling next time."


No problem. I never worry about the "using stock media" debate. If we all use the same media, then it gets boring. As mentioned before, it is the developer that uses what is available and how it is used that is the key. As far as the mistake, I figured better to let you know ahead of time before you released a final teaser.

Also, if you are short testers, BlueFox and I are more than happy to set aside time and help out so you are not discouraged or lack the information you are seeking.


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ASTECH
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Posted: 28th Feb 2012 07:36 Edited at: 28th Feb 2012 07:37
Nice!

Then the list so far is:

BlackFox
BlueFox
Starmind


I should also mention that I need you guys to time yourself when you play from start to end. If I am short an hour, I am going to need to make amends for it.

I will make a build in the next few days and send it both your ways.

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SpaceWurm
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Posted: 28th Feb 2012 10:15
Nice work ASTEK! Even with the composition of stock items that you have used the lighting and rendering still looks quality.

I'm a big fan of FPS WW2 games. Can't wait to see the demo release!

I'll be keeping an eye out on this thread!

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ASTECH
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Posted: 1st Mar 2012 18:53 Edited at: 2nd Mar 2012 06:48


Here is a new screenshot. I'm going to go back and update the first post with the new look. By the way, beta testers will get a build eventually. I'm crunching in some stuff right now however.


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ASTECH
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Posted: 2nd Mar 2012 06:47
Shameless bumping:

Here is your eye-catching goodness.



Nearing release! The 17th of this month is not far-fetched at all. It's pretty much just polishing the game as this point.

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SpaceWurm
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Posted: 2nd Mar 2012 07:33
Cool. How long will gameplay be when the game is released?

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Johnski
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Posted: 2nd Mar 2012 12:54
Great Work ASTEK! i love the WW2 genre and its nice to see someone play as the Germans as that is rare in WW2 games

Director, Actor, Writer and all round awesome guy
ASTECH
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Posted: 4th Mar 2012 05:07
Quote: "Cool. How long will gameplay be when the game is released?"


I'd say at the least, 1 hour. I didn't want to make the game too massive that it would be unrealistic in a way. I haven't tested it full length to anyone besides me... and well, I already know how to beat the game so I can't judge my time trial as the mean completion time. I'd hope for an average of 2 hours. My testers well let me know how long it takes however.

Quote: "Great Work ASTEK! i love the WW2 genre and its nice to see someone play as the Germans as that is rare in WW2 games"


Thanks. I found that to be a rare occurrence myself.

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Wolf
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Posted: 4th Mar 2012 20:17
Quote: "Thanks. I found that to be a rare occurrence myself."


Yes indeed! Games tend to demonise them in this kind of game.

I think I've already been unnecessary rude in Moddb... so if you would need any help with anything german, I could help you with that. Concider this an appology.

I need to adress my opinion on the visuals anyway...because I roll that way: It looks more like some sort of hospital than a real bunker. It just feels too clean, you can barely feel the ambience. I know you will make up for that with the gameplay.... but still "Dusk" felt more like a weathered down appartmentbuilding just by working through it. This seems to lack here.



-Wolf

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
ASTECH
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Posted: 4th Mar 2012 22:22
Quote: "Yes indeed! Games tend to demonise them in this kind of game."


And to note, there is an antagonist in this game. I mean, what story doesn't have one. It's not a story without the antagonist and the protagonist. BUT, generally speaking, this game does not make every body who is in this game look like a murderous monster. I mainly just focus on the humanity of it. The ending is also going to be unlike anything I've seen done in a FPSC game if I can get it working right.

Quote: "Concider this an appology."


Nothing held against you. And by the way, I have all my voice actors accounted for. Thanks the the offer however. I'm not sure about anything else German that I need. The game is strictly in English now.

Quote: "I need to adress my opinion on the visuals anyway...because I roll that way: It looks more like some sort of hospital than a real bunker. It just feels too clean, you can barely feel the ambience."


Understood. I've updated my textures for most of the rooms. I plan to keep the stock textures for the last rooms in the game however. It feels just right when all things are brought together.

I also stretch reality a bit in the game. I'm not to sure of the "reality" of it but its a game, not real world. I don't have any modern computers or junk but I do stretch the underground theme a bit heavier then the bunker. I have a cave level I wanted to include. I anyone has any objections, I can simply throw it out. My idea was that the Germans were going to expand the bunker. It's basically a mine/cave outside the main area of the existing bunker. Does this idea seem far-fetched? Is it worth the "inaccuracy"?

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Wolf
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Posted: 4th Mar 2012 23:30
Quote: "Does this idea seem far-fetched? Is it worth the "inaccuracy"?"


Not at all! This is indeed very accurate as the germans where working on numerous dubious bunker structures at that time. They where also expanding existing bunkers. Lots of them still not found or left forsaken. An interesting read would be "Projekt Riese".

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
ASTECH
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Posted: 5th Mar 2012 02:13 Edited at: 6th Mar 2012 20:53
Hmmm. Thanks Wolf, I figured they had incomplete bunkers back then. I knew I read about Riese before but that was years ago when I heard about it. This is most certainly interesting. Thanks for reminding me about that Wolf!

EDIT: The cave idea is pretty bugged right now and inconvenient to what I've already done. I might just leave it out. I'm still debating.

DOUBLE EDIT: Omegamer, I sent you an email. Check it out when you can.

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ASTECH
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Posted: 8th Mar 2012 20:29 Edited at: 8th Mar 2012 20:30
Instead of making a third edit, I figured I would make another post.

Test builds are getting ready to be released. I just need to get my letter scripts done and I've pretty much got
the game complete. These scripts are giving me the hardest time.

A game-play trailer should coincide with a test build being released to testers.

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starmind 001
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Posted: 9th Mar 2012 00:52
I look forward to testing!

ASTECH
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Posted: 13th Mar 2012 21:39
Test build is being uploaded. I'm already aware of a few cosmetic problems and they will be fixed upon the final build. I'm needing some feedback before I continue further. I had planned for a release on the 17th of this month but I've come to decide that it will most likely be pushed back to a later date.

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ASTECH
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Posted: 14th Mar 2012 00:49 Edited at: 14th Mar 2012 00:50
GAME TESTERS ALERT:

Emails have been dispatched to all testers. I could not find BlackFox's email so I shot one over to BlueFox.
I'm sure you both will get it. I also included Omegamer as one of the testers.

Be aware that the huds and such were not removed in the test version (human error). Some sounds for trigger zones were also left.
(Once again, human error). They will be removed upon final release.

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starmind 001
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Posted: 14th Mar 2012 03:31
I just checked my email and I didn't see an email from you. Could you resend?

BlackFox
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Posted: 14th Mar 2012 04:01
Quote: "Emails have been dispatched to all testers. I could not find BlackFox's email so I shot one over to BlueFox.
I'm sure you both will get it."


No worries, although our emails are almost identical (just the color is different), plus we did not expect you to send to both of us. Besides, Cathy just has to turn left in her chair, reach out, smack me, and say "message arrived for us" (which she did LOL).

Anyways, message received. We will be on this later tonight and again first thing tomorrow.


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Bugsy
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Posted: 14th Mar 2012 04:57
just now managed to peek in and take a good hard look at this game, and I'm ashamed that I didn't catch it pre-beta so I could sign up. it looks great, especially with only stock media. I can't wait to play. gorgeous work, ASTEK. I never really courtesy your WWC comments so I'll try to get better about that.

ASTECH
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Posted: 14th Mar 2012 16:28
Quote: "I just checked my email and I didn't see an email from you. Could you resend?"


I sent it to starmind001@yahoo.com. Maybe it was sent to your junk folder?

Quote: "Anyways, message received. We will be on this later tonight and again first thing tomorrow."


Thanks.

Quote: "just now managed to peek in and take a good hard look at this game, and I'm ashamed that I didn't catch it pre-beta so I could sign up. it looks great, especially with only stock media. I can't wait to play. gorgeous work, ASTEK. I never really courtesy your WWC comments so I'll try to get better about that."


No worries. I spend most of my time developing anyway. I need to look at more games myself!

Game Status Update:

After some long hard thought, I've realized that I might want to break this game into two parts and perhaps re-do the ambiance a bit. Testing is still very much important however. I'm on the edge of whether I want this to remain strictly a "bunker" or if I want to stretch the theme. I'm also going to redo the beginning levels and in-depths of the puzzles.

I also realized "to me" that the game didn't seem to give a "desperate" feel. I'm contemplating to take out all weapons and perhaps only give the player 1 pistol that they must find. Even then its undecided. The testers will receive updated builds as I collect information from their play-throughs and adjust accordingly. I'm also weary that the frame-rate drops in many places in the game. I'm contemplating on removing water entirely from the game and reserving particle use for "extreme need" cases only.

I may expand the game a few testers later on, but for now I have a good starter bunch.

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Bugsy
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Posted: 14th Mar 2012 17:32
Quote: "I may expand the game a few testers later on"


I would like to throw my virtual hat into the virtual ring.

ASTECH
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Posted: 15th Mar 2012 02:22
Alright.

I have re-assessed and I think I know what I'm going to do. I'm going to do a re-imagining of this game. It will still be from a German perspective, just with a changed up setting and a few character tweaks.

I might release this strictly as an "early build" and then work on the re-imaging. I was able to resolve a goal I've been trying to get accomplished for a while. I merged two settings together in my plot in I way I think I can work with. Further testing is required to see if the idea will "hold water", so to speak. Stock media will still be a good tool but I plan to vary the game up and make it excessively darker.

To fulfill my promises to voice actors, I am inclined to release something soon. Whether it is commercial or not is still to be decided.

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ASTECH
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Posted: 12th Apr 2012 00:13
Alas! This game is not vaporware. I have some issues with the current build but I fear it is simply FPSC's faults. I have since played over the game several times and I'm satisfied with what I've created. Sure, the last level lags pretty bad in some parts but once again, it is just another FPSC's faults.

I am uploading a completed release soon!

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Wolf
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Posted: 12th Apr 2012 01:03
Excellent. Lets see what you've cooked there

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
ASTECH
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Posted: 12th Apr 2012 04:51
Download:

http://www.indiedb.com/games/escape-the-bunker-1944/downloads/escape-the-bunker-1944

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AbdulAhad
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Posted: 13th Apr 2012 04:31 Edited at: 13th Apr 2012 04:37
Fantastic work as usual ASTEK!

By the way I really enjoyed your title, DUSK!

EDIT

Download is processing.

Abdul Ahad

ASTECH
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Posted: 13th Apr 2012 22:12 Edited at: 13th Apr 2012 22:13
Quote: "Download is processing."


Thank you for all the comments and be sure to tell me how the game goes!

Alright guys. Here is some download notes:

1.1 Version Notes:

Credits:

Voice of Arthur: Edwyn Tiong
Voice of Jurgen/Dr. Klein: Chase Johnson
Voice of Hans: Secret Person

Beta Testers/Helpers:

Uzi Idiot, Black Fox, Blue Fox, Starmind 001, and Maho76 from www.thegamecreators.com forums.

Bugs:
- Possible frame rate drops in last level tunnels. Those with weak computers beware.
- Game may crash when reading notes. Issue seems random and slightly uncommon.
- Some huds appear while I specifically removed them before packing. It's not a game-breaker but it is annoying.

Changes:
- Added donation link to launcher menu.
- Removed pesky password box and rebuilt distribution.

Enjoy the game!


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Omegamer
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Posted: 14th Apr 2012 00:26
Lookin good ASTEK

Sorry for not doing the voice acting I really didnt find any time between my schoolwork

The Storyteller 01
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Posted: 19th Jul 2012 12:17
How could this game escape from me?????

It is terrific! I only played it once so far and died from the first Zombie but I enjoyed it very much (of course I loved the extensive use of text scripts )

In case you find my grammar and spelling weird ---> native German speaker ^^
ASTECH
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Posted: 19th Jul 2012 19:10
Well, I enjoy your appreciation but with the video's crashing the game, its a hard play through (or so I hear). Be sure to read the notes. You won't be able to complete the levels without reading the notes. Some don't necessarily help you but they do give some story insight.

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The Storyteller 01
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Posted: 19th Jul 2012 20:16 Edited at: 19th Jul 2012 20:17
I have played it another time now completely from the start and I must say the playing value is (as mostly with your games) in its own league.

My stopwatch counted 20 minutes when I died another time in the second level - but then I have to admit, that I look into every corner and click everything that might reveal something

The only major critics I have so far, is that the notes can't be reread or (even better) picked up (since you work with the scary thinker MP).

In case you find my grammar and spelling weird ---> native German speaker ^^
ASTECH
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Posted: 19th Jul 2012 20:58
Quote: "can't be reread or (even better) picked up (since you work with the scary thinker MP)"


True. I thought about that but also, I think this was before 1.19 which in that case, I was working on some limitations.

A lot of people get stuck on level 2. I admit that its hard to tell what you can click. This is why in my later titles, I make sure I show text when looking at an object you can interact with.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
vilgil
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Posted: 20th Jul 2012 21:21
Hi Astek
Downloaded the 400+ mb over 2 hours. The video play was really good with the sarcastic humour. Liked the way the level was setup - the steam coming from ventilator, the thumping near the forbidden door that took me by surprise and gave a start from me seat, the shadows falling everywhere.
Unfortunately i was not able to play the level. I was not able to pick up the keys on the table. I do not know why, could be my system's fault, but the keys were just there on the table beside the lantern and i was not able to pick them up.
The message appear only once. it is okay for the humours like 'full of underwears' but for the doors you can make the message reappear because all door look alike and you forget which door is what.

How to go about in the first level - i could'nt pick up keys nor find a tool ?

You can use cinmatic shader by blosser/bond1. Take a look at my game Necessary evil which has that effect. It will give a real errie look.

Your game did gave me a lot of ideas to try out.

<a href="http://forum.thegamecreators.com/?m=forum_view&t=198527&b=25&p=0">Necessary Evil - upcoming game</a>
ASTECH
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Posted: 20th Jul 2012 21:59
At the first loading screen it tells you to press "Z" for instructions. Pressing Z will tell you that "E" is used to interact.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 20th Jul 2012 22:49
There is a tiny bug connected with the tool you need to open the door.

As long as I had not encountered the door that needs the spanner to be opened, I could not enter the room containing the spanner. I could open the door to the storeroom and see the spanner on the shelf, but not actually enter the room until I had clicked the jammed door. Loading an early savegame reproduced the bug but I have to try again from the complete start if I encounter the bug again if I do the door in the "wrong" order.

I tried to check your scripts if I find anything but I got a little lost in there

Btw, I found it very, very polite of you to give me credit for the pickup scripts but you don't have to. I found that very nice nonetheless.

In case you find my grammar and spelling weird ---> native German speaker ^^
Metal Devil123
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Location: Suomi, Finland
Posted: 21st Jul 2012 15:01
I'm playing it, but just thinking that I would give you a heads up: The first level lags very much whenever there's a door or a vent or something in my screen. I think it's the steaming vents that cause it to lag, but it also lags when I'm facing doors, so I don't know what's up with that.

The second level doesn't lag at all, in fact that was really nicely done. First time I got scared of a zombie so that I had to pause the game to get my head together. Nicely done, I loved it how instead of throwing a zombie at the players face, you built up to it and it was totally worth it. But that's as far as I've gotten as of now. Will update when I get further, but just thought I'd give you a heads up about the laggy first level.

ASTECH
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Posted: 21st Jul 2012 18:27 Edited at: 21st Jul 2012 18:28
Quote: "but just thought I'd give you a heads up about the laggy first level."


Thanks. I've thought about re-doing this game in 1.20 (official) but we will see. With the new performance upgrades, most of my lag issues I had will cease to exist. I've got some damaged maps on my hard drive but I'm probably going to rebuild most of the game anyway. My voice work is there and its going to be nice to "reimagine" the game.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
The Storyteller 01
10
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Location: On a silent hill in dead space
Posted: 21st Jul 2012 19:02 Edited at: 21st Jul 2012 19:04
I had no lag at all with my 32 bit machine.

complete specs:


In case you find my grammar and spelling weird ---> native German speaker ^^

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