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FPSC Classic Work In Progress / Seclusion Redux (x9)

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bruce3371
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Posted: 1st Apr 2012 21:14 Edited at: 26th Oct 2012 22:08
Seclusion

Developed by bruce3371

Background/Story

"I've been sent on another wild goose chase. When are they going to trust me with a proper case? All I've got is my sidearm, a key code they've given me (4501), and instructions to find out what's been going on at the old mansion just outside town. Apparently, the mansion has recently shown signs of being occupied again and since then, people have been disappearing around there.
Shouldn't this be a case for Missing Persons and not an Operator? They didn’t even tell me how they got hold of the key code, only that someone will contact me on the inside. Oh well, only one way to find out what's going on..."

Description

Seclusion is an old school SciFi action shooter, very much in the mould of the original Half-Life. It uses a well balanced mix of stock and custom media, and tells its story through the use of background atmosphere/visuals and NPC interaction. There are no cut-scenes and, apart from loading screens, there are no interruptions in either the gameplay or the storytelling.

Gameplay is a mix of combat, exploration and simple puzzle solving.

Features;

Working ladders (Shareware & Full versions)
Flashlight (Shareware & Full versions)
Cinematic Hands (Shareware & Full versions)
Scripted Sequences (Shareware & Full versions)
Underwater Oxygen (Full version only)

The game has gone through many phases, from using FPSC 1.17, through 1.18 with Wasp Mod, to using 1.19, which has Wasp mod integrated in it, plus a lot of other features! (The game is currently in the process of being upgraded to version 1.20.) As a result of this, it has seen quite a few changes as development has progressed. It was for this reason that I felt it appropriate to start a new thread, showcasing some of the game's new features and visual upgrades...

Start of Level 2 - the approach to the old Mansion;



You can see the flashing Police Car lights I scripted for this in the video as well!

(There's a better quality video of this level further down the page).

The first screenshot is the player start in level 2, the approach to the old mansion. The whole concept of an old Mansion, on top of an underground facility, was heavily influenced by the Resident Evil films (I've never played the games). In fact, the opening levels were all influenced by those films. The difference being that no viruses or zombies are involved!



The 2nd screenshot, is the new stasis lab, with the new stasis tubes. (Sorry I can't remember who's models the stasis tubes are. If you recognise your work, do please, get in touch with me, so that I can add you to the game's credits.)


The 3rd screenshot shows one of the alarms being triggered in the Science level.



Credits;

Game Written, Designed and Developed by; bruce3371.

Level Design by; bruce3371 and Scene Commander.

GUI and 2D Art by; Abhi Nayar.

Voice Acting by; Flatlander.

Music by; Kevin MacLeod.

Scripting/Scripting Support by; NBT, bruce3371, Scene Commander, BlackFox, Conjured Entertainment and CTM.

Video Capture/Screen Capture by; BlackFox.

Play-testing by; BlackFox, bruce3371, Scene Commander and Anayar.

Game Manual written by; bruce3371.

Special Thanks to; Anayar, NBT and Scene Commander for all their help, advice and support throughout the development of this game, you guys are superstars !

Web Site

YouTube Channel

Facebook Page

More screenshots will follow, along with updates.

As with the original thread, C&C is always welcome.

Thanks for looking

Leongamerz
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Posted: 2nd Apr 2012 02:46
Off topic
..........

Quote: " Kevin MacLeod"


Did you used Kevin Mcleod music?

I used his music too.He talented person with music.2 years ago I buy 2 music from her

On topic
.........

I like your style and concept but still need more practice with design OK?I will watch this game from now on,so keep a good work.

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

bruce3371
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Posted: 2nd Apr 2012 03:18 Edited at: 2nd Apr 2012 05:05
Quote: "Did you used Kevin Mcleod music?"


I used his music on the Incompetech Music web site;

http://www.incompetech.com/m/c/royalty-free/

Quote: "I like your style and concept but still need more practice with design OK?I will watch this game from now on,so keep a good work."


Thanks. As for my design, I try to strike a balance between stock and custom media, and between putting enough detail in my levels, but without overcrowding them.

I always try to think about what each entity is actually used for, what reason is there for its existence? I try not to just randomly place entities in my levels.

I'm always thinking about how each part of my level looks. Does it look real? Does it look like it belongs there? Does it match the overall visual style of the game?

Each aspect of my game's design is carefully considered. The visuals, the sound & music, the scripting and the gameplay (but not necessarily in that order of priority).

What area of design, in particular, do you think I need to practise? All feedback is welcome, I'm always open to suggestions, my goal, is afterall, to make the best game I possibly can

Leongamerz
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Posted: 2nd Apr 2012 15:31
Quote: "What area of design, in particular, do you think I need to practise? All feedback is welcome, I'm always open to suggestions, my goal, is afterall, to make the best game I possibly can "


It's up to you.More practice is great,it drastically will improve your game in future.


Quote: "I always try to think about what each entity is actually used for, what reason is there for its existence? I try not to just randomly place entities in my levels.

I'm always thinking about how each part of my level looks. Does it look real? Does it look like it belongs there? Does it match the overall visual style of the game?"


It's seem you design your game carefully and that's make me proud with you.To developed a good game,we need to think carefully.Sometimes we can use crazy idea for the game.So if you got crazy idea that fit to your game,use it.

I can give critics if you want but I am afraid that you will angry but I hope it will help you in future.

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

bruce3371
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Posted: 2nd Apr 2012 16:17
Quote: "I can give critics if you want but I am afraid that you will angry but I hope it will help you in future."


I won't get angry, it's why I opened a new WIP, to get C&C for the game. I don't just want nice comments to make me feel good, I want people to tell me if my game sucks, so that I can improve it.

Thanks for your feedback so far

Leongamerz
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Posted: 2nd Apr 2012 16:31 Edited at: 2nd Apr 2012 16:31
Ok,its time for honest critics.

The lighting also need to improved.The light does not give any atmosphere.I think you should try to make light bit more dark but not too dark,if you know what I mean.I will give you my secret tutorial from design to light tutorial.I think you deserve it.Now if I had time,I will send tutorial now through your email(Now I need to find my old usb).

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

bruce3371
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Posted: 2nd Apr 2012 17:06
Thanks for the honest c&c, just the kind of thing I'm after!

About the lighting; it's designed according to the level it's placed in. e.g. in the science level, it's nice and bright, just how I imagine a science lab to be in real life. In the sewers, it's dark and dingy, with no light sources whatsoever. In the outdoor level, the only light comes from street lights.

I've stuck with an ambient light of 15, and when combined with carefully thought out light placement, it gives the appropriate atmosphere for each level.

It isn't a dark, scary, horror survival game, with lots of zombies creeping up on you! Therefore the lighting reflects this. Or, at least, that's the intention anyway!

Having said that, I do agree that the lighting still needs some work done on it.

I'll post some more screenshots, to give a better idea of how the lighting looks in other levels...

Leongamerz
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Posted: 2nd Apr 2012 17:19
OK Bruce,I think if you can set ambient light to 10 the scene looks good.try it if you want

Offtopic
........
Did you get my email?

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

bruce3371
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Posted: 2nd Apr 2012 18:11
Yes, I got it thanks, just been reading through it...

bruce3371
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Posted: 4th Apr 2012 03:21 Edited at: 7th Apr 2012 18:53
Small update - I've been playing around with the new hand animations in the 1.19 update.

Here's a short video, demonstrating the 'hand button' animation, punching in a 4 digit key code to open a door;



Here's the script I wrote for it;



You'll notice there's no hud being set up at the start of the script, that's because I've eliminated all such hud prompts from my game.

I'll be using this feature wherever there is a remote door that's opened with a keypad. I'll also continue to play around with the new animations, to see what else I can do with them!

BlackFox
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Posted: 4th Apr 2012 04:25
Nice work on this development. We like what we have seen so far, and will be following the progress.

Quote: "I used his music on the Incompetech Music web site"


So do we. He has some great pieces for various game types.


Twitter: @NFoxMedia
Cyborg ART
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Posted: 4th Apr 2012 14:34
Quote: "Small update - I've been playing around with the new hand animations in the 1.19 update.

Here's a short video, demonstrating the 'hand button' animation, punching in a 4 digit key code to open a door;



Here's the script I wrote for it;"


Thats just great!


- A secret signature -
bruce3371
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Posted: 4th Apr 2012 17:29 Edited at: 4th Apr 2012 17:47
Quote: "Nice work on this development. We like what we have seen so far, and will be following the progress.

Quote: "I used his music on the Incompetech Music web site"

So do we. He has some great pieces for various game types.
"


Thanks. Yes, he's a life saver for non musical types like me!!

Quote: "Thats just great! "


Thanks. It took me a while to realise that I needed to copy the list of animations from the readme file for each weapon, to the gunspec files! Once I did that, it was plain sailing

Here's another small update. These images show some of the work that Anayar has done for me;







Leongamerz
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Posted: 5th Apr 2012 12:38
Nice 2D Art Anayar.Bruce,I like your script and it should be fun if you add it to the game.

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

Flatlander
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Posted: 5th Apr 2012 16:58
Really, really nice. I'm glad you brought this back.

bruce3371
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Posted: 5th Apr 2012 18:11 Edited at: 6th Apr 2012 06:10
Quote: "Bruce,I like your script and it should be fun if you add it to the game"


Thanks. It's already been added wherever there's a door that's opened with a keypad. I've also written scripts for doors that are opened with just a single button press, or are pushed open.

Quote: "Really, really nice. I'm glad you brought this back."


Thanks! I'm glad I revived it as well. This time there's no pressure on me to get it completed by a certain date, so I can take my time, and get it as near to perfect as I can!

Flatlander
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Posted: 5th Apr 2012 19:50
Quote: "This time there's no presure on me to get it completed by a certain date, so I can take my time, and get is near to perfect as I can!"


That's the spirit. Now your talkin'

bruce3371
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Posted: 5th Apr 2012 21:02 Edited at: 5th Apr 2012 21:03
Quick update and huge shout out to BlackFox.

BlackFox very kindly offered to showcase my game for me. He was aware that I was having to vid-capture on an old PC and wasn't getting good results, so he offered to do it on his much better PC, so that I could showcase Seclusion 'in all its glory' so to speak.

So, many thanks to BlackFox

Watch out for future updates, with his new vid-captures!

bruce3371
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Posted: 6th Apr 2012 03:10 Edited at: 6th Apr 2012 05:56
This is the first showcase video, vid-captured by BlackFox, edited by me;



It shows the highlights of the 2nd level, 'The Mansion - Outside'.

Here's some screenshots as well;











NIlooc223
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Posted: 6th Apr 2012 04:43
Looking very nice! Keeping an eye on this thread

Your signature has been erased by a mod - no affiliate links thanks
bruce3371
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Posted: 7th Apr 2012 17:05 Edited at: 7th Apr 2012 17:11
Quote: "Looking very nice! Keeping an eye on this thread"


Thanks!

Here's the 2nd Showcase video, this time highlighting the inside of the old Mansion, and the entrance to the underground facility;



A note about the use of some of the stock characters (in particular the Aiko character); these won't necessarily appear in the released game, I'm thinking about re-texturing them, so they look more like the Communications Technicians they're supposed to be!

I'll post some screenshots of the level once I've uploaded them to photobucket...

Flatlander
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Posted: 7th Apr 2012 18:11
Did you do the left arm and hand pressing the keys on the code panel?

bruce3371
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Posted: 7th Apr 2012 18:28 Edited at: 7th Apr 2012 18:50
Quote: "Did you do the left arm and hand pressing the keys on the code panel?"


If you mean did I animate them, no, I used the stock animations, which apparantly (if I understand correctly), have been there since an earlier update, but until 1.19 weren't functional.

I copied over the animations from Cyborg Art's readme file in each gun's folder, and pasted them into each gunspec file, then scripted them to work when using various doors & switches.

For example, here's the readme file for the WW2 Colt .45;



And here's the animations pasted into the Colt's Gunspec file;



Here's a sample script for a 'press enter to use' type door, with the 'hand push' animation;



I'm sure you probably already know how to this yourself, but thought I'd post this for those people who don't know, or aren't sure, how to do it.

Flatlander
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Posted: 7th Apr 2012 18:51
Actually, I meant the arm itself. Where'd you get the arm to animate? Did you make it yourself?

bruce3371
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Posted: 7th Apr 2012 18:58 Edited at: 7th Apr 2012 18:59
Quote: "Actually, I meant the arm itself. Where'd you get the arm to animate? Did you make it yourself?
"


No, as I said, it's the stock animation that's been there for a while, but not functional until 1.19.

I believe Cyborg Art made the animations, as indicated in the readme file in each gun's folder. The readme file also says who made the arm itself;

Quote: "I got the honor re-rigging all stock weapons to my new animations, and some new cool hands made in cooperation with Sebastian Kim."


Flatlander
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Posted: 7th Apr 2012 20:20
I'm sorry to be so dense. Where is this stock animation? Is it in a model pack?

bruce3371
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Posted: 7th Apr 2012 20:34 Edited at: 7th Apr 2012 20:44
To be honest, I don't know which folder the animations themselves are in, I just know that they're stock FPSC, and not in any model packs.

The only way I know of working with them is the way I described earlier. I don't know how to create or edit animations, or rig weapons/hands to them; I only know how to use them in the gunspec files, for the purposes of the scripting that I've been doing.

If I had to guess about where the actual animations are, I'd say they're in the gamecore\guns\(whichever weapon you want) folder, although I can only see the hud.x and vweap.x files, as well as the various .fpe, gunspec and readme files...

Sorry I can't be of more help

[edit]You could try contacting Cyborg Art himself about the animations[/edit]

Flatlander
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Posted: 7th Apr 2012 21:05 Edited at: 7th Apr 2012 21:08
Duh, the arm must be with the colt 45. Somedays I'm on top of things and other days I can't thing things through. Thanks for providing the info. Yes, I worked with Cyborg Art with the animations and I'm the one who wrote the code to be able to play them. They just made it into v118. However, looking at the script there has been other code and script that was added to v119 by SC. Mine was a little different because it was going into v118, however, it would have accomplished the same thing. I need to check to see if my code is still there.

bruce3371
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Posted: 7th Apr 2012 22:21
We all have good and bad days.

I'm just gratefull to everyone who's worked on FPSC over the years to make it as awesome as it is now (and awesome is a word I rarely use, unless I really mean it!).

Brendy boy
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Posted: 8th Apr 2012 00:28
too much bloom
the hand that holds the pistol moves in a retarded manner when you push the door
the same when you run
I think it would look more realistic if the gun is put down when you run or open doors

bruce3371
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Posted: 8th Apr 2012 02:22
Quote: "moves in a retarded manner"


Funny, it doesn't look delayed or slowed down to me

Brendy boy
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Posted: 8th Apr 2012 04:46
Quote: "Funny, it doesn't look delayed or slowed down to m"

LOL.

It looks a little weird. If i would hold a gun in my right hand i would put it down when I'm opening the door, wouldn't you?

bruce3371
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Posted: 8th Apr 2012 05:07
I was sarcastically referring to the dictionary definition of the word 'retarded'.

As for the animations, they arent mine, I can't animate. The animations are the stock ones which can now be used with update 1.19. I have no idea whether or not I would put a gun down if I opened a door or ran, having never handled a gun!

Thanks for your feedback, but the animations will stay as they are...

bruce3371
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Posted: 8th Apr 2012 06:08
Another small update, with some more experimenting with scripting (I've been bitten by the scripting bug, I'm enjoying learning as much as I can about it lol).

Here's a short video to show you what I've been doing;



As you can see, when the player 'uses' the keyboard entity, a memo hud appears on the player's screen, while at the same time, the monitor entity's texture changes!

Here's the scripts I wrote to achieve this -

The keyboard entity's script;



And here's the monitor entity's script;



After applying the scripts to their respective entity's 'aimain' field, all you do is name the monitor in the keyboard's 'if used' field, and Robert's your Mother's Brother!

I'll be using these scripts in the science level, where the player needs to find out the key codes for airlocks which lead to high security research labs.

ASTECH
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Posted: 8th Apr 2012 06:38
Pretty cool stuff you got going here. Yeah, scripting is really fun and it does help personalize your game.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Brendy boy
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Posted: 8th Apr 2012 06:43
Quote: "I was sarcastically referring to the dictionary definition of the word 'retarded'."

I know

Quote: "As for the animations, they arent mine, I can't animate."

I thought that was the case

Quote: " I have no idea whether or not I would put a gun down if I opened a door or ran, having never handled a gun!"

Neither did I, but i watched movies and played other games and basing my opinion on that, putting the gun up looks a bit weird

Ross tra damus
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Posted: 8th Apr 2012 11:58
bruce3371

You have created a very nice effect using that script you have written.
Small Note - Maybe 'center' the writing on the Hud image a little more?

Great stuff so far.
bruce3371
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Posted: 8th Apr 2012 18:25 Edited at: 8th Apr 2012 18:29
Quote: "but i watched movies and played other games"


[sarcasm]Yes, because movies and games are renowned for their realism!!!![/sarcasm]

Movies and games are usefull for inspiration, but NEVER for research. For that, I use text books written by people who actually know their subject.

Anyway, all that's irrelevant to this game; the animations are what they are, and they're staying...

Quote: "Pretty cool stuff you got going here. Yeah, scripting is really fun and it does help personalize your game."


Thanks, this is why I was detirmined to learn some scripting, so that my game would be a bit different, especially since I'm using quite a lot of stock media.

Quote: "You have created a very nice effect using that script you have written.
Small Note - Maybe 'center' the writing on the Hud image a little more?

Great stuff so far."


Thanks.

The memo in the Hud image is supposed to represent a memo written on a PC and emailed to the security department of the underground facility. So to make it look as such, I wrote it in Notepad, then screen captured it for the image. That's why the text is all to the left, so that it looks like a memo written on a PC (because, effectively, it IS a memo written on a PC lol).

anayar
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Posted: 8th Apr 2012 19:23
It's a pain in the rear end to unwrap the model mate, my apologies for the long delay. Should be done soon though, will email you when done. Really like the new videos and scripts... Can't WAIT to beta-test!

Cheers,
Anayar


For KeithC
bruce3371
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Posted: 8th Apr 2012 19:57
Quote: "It's a pain in the rear end to unwrap the model mate, my apologies for the long delay. Should be done soon though, will email you when done. Really like the new videos and scripts... Can't WAIT to beta-test!"


That's ok, quality is worth waiting for

I'm glad I didn't just call the game done as soon as 1.19 final was released. It's meant I can add all these extra nuggets of scripting goodness!!

I've also made the decision to replace a couple of the voice recordings. Flatlander has kindly agreed to do them for me, just as he did all the other voices a while ago (apart from the 2 I'm replacing). I've come to the conclusion that my own voice just isn't suitable for the game!!

bruce3371
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Posted: 16th Apr 2012 02:52
I don't really like double-posting when I've got nothing new to show, but I need to ask the community something (don't worry Mods, this isn't a team request!).

I'm currently working on one of the later levels of the full version of Seclusion, but I'm struggling trying to think of how to do it.

Basically, in this level, the player discovers the underground facility's training area for the Genetically Modified Humans. The big question being; "How do you train a Genetically Modified Human?"!

I've racked my brains over this. Of course, I've a good idea of how contemporary militarys train their soldiers, but these aren't ordinary soldiers. They've been modified and bred for a specific purpose, and are supposed to be superior to 'normal' humans.

I need to figure out how to lay the training area out, what lessons will be taught to the 'super soldiers', and more importantly, what entities and segments (stock and/or custom) would be suitable?

Has anyone got some thoughts/ideas on this?

Flatlander
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Posted: 16th Apr 2012 03:05
Ahhhhh, you told who has done and will do the voices! BTW, since I moved my computer setup to another room, I haven't set up my microphone and amplifier as yet. For those interested I have a software program that changes the voice to a variety of different sound voices.

bruce3371
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Posted: 16th Apr 2012 04:14 Edited at: 16th Apr 2012 04:25
Quote: "Ahhhhh, you told who has done and will do the voices! BTW, since I moved my computer setup to another room, I haven't set up my microphone and amplifier as yet. For those interested I have a software program that changes the voice to a variety of different sound voices."


Your secret's out! Seriously, if you preferred to be annonymous, then I apologise, I just wanted to make sure everybody who contributed was properly credited

@Everyone else, I've added Seclusion's Facebook Page to the OP (it can also be clicked here)

Flatlander
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Posted: 17th Apr 2012 07:07
Did I not put a smiley face with that? I was just having fun. Thanks for the credit. I'm not sure they are all that good but hey, I've always liked Bob Dylan and my wife doesn't think he can sing. :LOL:

bruce3371
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Posted: 17th Apr 2012 17:44
lol, serves me right for being paranoid about offending the people around here that I like!

Quote: "I'm not sure they are all that good but hey"


They're a lot better than my poor efforts! Seriously, no game should ever have a Birmingham accented voice with a speech impediment (I can't say my 'r's properly!)!!

bruce3371
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Posted: 19th Apr 2012 04:21
Quick update; thanks to some valuable input from Scene Commander, I've been making a number of changes to Seclusion. These changes will vastly improve the look of the game, and reduce the amount of stock media being used.

SC is also in the process of building a level for me, see this post for details.

SC has, I believe, come up with some great ideas for training the 'Genetically Modified Humans', and so I have left that level in his more than capable hands (I've seen a couple of previews, and I'm more than pleased with what he's come up with so far).

Flatlander
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Posted: 20th Apr 2012 04:23
Nice. It is good to be able to have assistance and someone who knows how FPSC engine works. Literally from the inside, out. :LOL:

bruce3371
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Posted: 22nd Apr 2012 03:30
Quote: "Nice. It is good to be able to have assistance and someone who knows how FPSC engine works. Literally from the inside, out. :LOL:"


Indeed, with Wasp mod, then the 1.19 integration, and now this latest input, SC has had a huge impact on the direction Seclusion has taken in the last year or so. He has had the same level of impact on the game as Nbt did when the game was still in its infancy (Nbt gave me extrememly valuable early insight into the use of lighting, shaders & scripting).

bruce3371
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Posted: 27th Apr 2012 01:52 Edited at: 4th Jul 2012 05:48
Here's a hint at the sort of changes that have been made to Seclusion.

Here's an in-game screenshot of the barracks level;



And here's an in-game shot of the same area after the re-work;



As you can see, there's very little in the way of Stock segments. The same goes with most of the other levels.

After previously saying that Stock media best fit my image of how the game should look, I realised that inspite of downloading a large amount of custom media, I was making very little use of it. In fact, I hadn't even properly looked at all of it to see if it was suitable for the game.

Obviously that has now changed! The game now looks vastly different to what it used to look like!

I'll shortly be building a few more levels, ready for BlackFox to showcase, so that you can get an idea of what I mean...

Flatlander
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Posted: 30th Apr 2012 03:46
I have my microphone set back up. It took me about a half a day trying to get it to work again. It is now working with MorphVox program.

Would you like your scientist to sound a little nerdy or as an old guy. I also have three other male voices I can morph to that are more middle-aged.

I'm not an actor. You did put this description: "Conflicted, torn between duty to fulfill his research, and his adherance to scientific ethics" I'm not sure I can sound that way but I know I can do inflections and I can pause at the correct places. I'll try my best.

Looking forward to seeing it in the BlackFox showcase.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.

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