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FPSC Classic Work In Progress / [x9] An Instinctive Fear

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Burger
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Posted: 12th Aug 2012 08:33 Edited at: 4th Nov 2013 07:07


"Being trapped is an Instinctive Fear, something that is very powerful."

Developer: Burger




10/7/12

DEMO RELEASED!!

After some time I have put together a five level demo of An Instinctive Fear. The download link is here:

http://www.gamefront.com/files/22419708/An+Instinctive+Fear.rar
(10/10/12 file updated)

Please download, give some feedback and constructive criticism if possible. This is my first game/demo I've released, so please be honest.


An Instinctive Fear is now on IndieDB! Check it out at: http://www.indiedb.com/games/an-instinctive-fear

20/10/12 - An Instinctive Fear got up to the 6th place on the daily top 100 games!! Check out the picture at the bottom of the second page!



Storyline:

AUDIO LOG - Entry No. 000122 - Date entered. 15/4c/17 - Length. (0:46) - Loc. Engine Room 2 - Author. George Mercal -/

"Ah . . . this is George. I'm honestly going to say I'm scared to death at the moment. Maybe an hour ago there was . . . a rumble. Something bad has happened - and we fear the worst. Our crew of Mechanics have been down here the last couple of days - working on electrical faults. Then there was a terrifying jolt. A deep rumble. Christ - it was spine chilling. But even worse is that we're stuck. The doors cant open - the powers shut off. We're going paranoid. Why aren't those electricians doing anything? The blokes swear they are hearing whispers in the distance. I've never been so frightened in my life. There's something wrong. I cant escape the most dreadful feeling of . . . Instinctive Fear."

"A corridor caved in, nearly killing me. I have no recollection of past events. Nobody is anywhere to be seen, but there are sinister signs that people were here. Ergh where am I? I'm hearing things in the walls. Blood on the floor . . . What's left of me? Who am I? What am I doing here? What's going on?"

A Person who knows or remembers nothings finds himself severely injured in a terrifying situation. He appears to be in some sort of futuristic facility, the likes of which he’s never seen. Through listening to recordings on Audio Logs left from people an ominous reality rises. “This place can’t have been abandoned for very long at all, there are still supplies and it’s well maintained. But the place is falling apart, and that nearly killed me”. When one Audio Logs hints ‘escape pods’ out of all the confusion and chaos an objective comes clear. Escape. Survival. It’s the only option left.

In this game the story will be revealed with progression

Description: This game is meant to be a survival/tactical game with elements of Horror. The game itself isn’t very tactical, so to say it is, that’s preaching the game a little too far, but it’s the category I’m aiming for. You can examine various things in your surroundings and will have to find ways to escape. Using Ammo wisely will be necessary as its fairly scarce.

I’ve tried to implement the survival aspects of the game into the environment and its navigation. I’ve also gone for a darker lighting approach, creating a tenser atmosphere. The Audio Logs are the key to delivering information in the game but they also intend to create a chilling sense of ‘fear’. I don’t expect people who play this to be scared at all really. The idea of others saying they feel scared, are/were trapped, heard something in the distance makes you think things like “we’re not alone, we’re trapped, if others have died what are we walking into?”. Creating a tense atmosphere and so on. At least, it’s what I tried to do.

This is my first attempt at a genuine game, up until recently it had just been little levels here and there. An Instinctive Fear is a game with the feeling of Survival in Scifi setting. I'm always looking to improve it, and don’t expect things to be perfect. From the moment I started this I specifically wanted it not be another stock scifi game, or so on. I finally figured it had gotten to the stage to post a WIP thread.

Level design. I have tried to put in a lot of effort to level design, making sure nothing is that 'bland' look. I have tried to put in effort to avoid having chunky square rooms. I have tried to make level design interesting, such as having areas different sizes etc. Prior to this game, nothing I have made in Fps creator has made me think ‘gee I’m proud I made that’. Looking at the screenshots below, I think differently about these levels.
There has been an update in terms of lightmapping, which you can find an article on IndieDB for that here: http://www.indiedb.com/games/an-instinctive-fear/news/increased-light-mapping-quality


Guns. So far I have altered some EAI guns to make them like Scifi laser guns and I pretty pleased with the result, they’re very different from how they started. I began to open up to customisation of guns around development of level 2, and then I found it was pretty cool. Using Audacity and Paint.Net, a free sound effect from a website and creativity I modified 4 guns into completely different things. I hope this will be a feature to set myself apart from another stock scifi game.

Scripting. Not so long ago all this was to me were the scripts in the scriptbank folder. Now I really understand the FPI language, and thanks to the community guide, ched80’s script list and more I’ve got to where am I now. Achievement right there.

Media. People say these are great forums, and it’s true because aside from the guns and a model pack every bit of the media in my game is free from the forums. So nobody can complain there isn't any free media out there. A special thanks to Cosmic Prophet and every else who helped for his huge scifi model packs. Without this my game would have had no scifi media aside from stock, so it basically couldn’t have happened.

Audio. At the moment it’s my biggest drawback. Currently my Audio Logs aren’t in fact audio, but they’re text! Yeah voice acting doesn’t come across very well for me. I think it’s essential that the player speaks out load in this story; it will convey the story 100 times better. I’m still working on sound on all aspects, currently noise is simply lacking. General ambience, ominous whispers in the distance etc. Quite Work In Progress.

Puzzles. I’m not a natural puzzle maker, but I do try. It can be a little difficult in FPS creator (it’s not impossible I know, but . . .) and my only current puzzles aren’t really puzzles. Just keys. I hope to change this on the fifth level, cargo bay. I have a rough multi-level puzzle planned in my head, but that’s a few levels away yet.

Extras. I always like my game to have that little bit extra. In this game, on every level there is one collectable (much like call of duty intel) in the shape of a fpsc cd case. (from fps files, another free fpsc media source). Find all of these little cd cases in some crafty spots to be rewarded at the end of the game, yet to be made of course. Secret easter egss, got to love them.

Survival Mode. Coming under extras is Survival mode. Because my brother asked me to, I threw together a very basic survival mode with the monsters I'll use in my game and using the weapons I modified. With a little bit of scripting and variables I have my own arena where increasingly difficult enemies rush up and attack you! Because I like to go an extra distance, you can change certain options to further challenge yourself. The options to change are health settings and lighting settings. Would you have standard health or hardcore, or one-hit mode? What about lighting, would you like it flashing or pulsating, to degrade to a tiny light? The choice is yours in the Survival mode of An Instinctive Fear.
This little passage is a tiny bit out dated. Survival has been changed since this post so check out the new article on IndieDb here:http://www.indiedb.com/games/an-instinctive-fear/news/survival-mode-updated


So I’m happy with what I’ve done so far and plan to continue working, but I have to say that progress will not be fast. I have real life to contend with, and so can’t guarantee progress either. I like to take my time making the game, and can spend a whole afternoon on small details. I’m not a machine either. I’m pretty new to the game making world and really enjoy it, there’s a good chance this will end up as my career. So yeah, don’t expect great progress from me.

Credits

Potentially more


Screenshots!










Here are links to videos:

Weapons Demo (outdated) - http://www.youtube.com/watch?v=5I2ZKy4W7Kw

First level gameplay (outdated) - http://www.youtube.com/watch?v=nPVMPcHmzfE

Survival Gameplay (old) - http://www.youtube.com/watch?v=QILpvDtujII

Survival GX-Reaper - http://www.youtube.com/watch?v=U0YR1MWiQ74

Survival New enemy comparison - http://www.youtube.com/watch?v=Wpy5179G05c

New Weapon Shader Demo - http://www.youtube.com/watch?v=MXDCuHd3S1o4

Map Demo - http://www.youtube.com/watch?v=S83yCh714Js

Inventory Demo - http://www.youtube.com/watch?v=H7uDGiw-Uk0

Please provide constructive criticism if possible, but please be honest. There is always improvement for my game, so please post.

Now post, or else!

- An Instinctive Fear IndieDB page, download the demo today!
kingofmk98
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Posted: 12th Aug 2012 17:30
It looks pretty good, keep it up Also how did you add the glow to the weapons on the red/blue parts. Cause i have tried doing that be for and it doesnt glow.

A lot of my FPSC media can be found here. Hope you guys stop in. http://fpscfree.webs.com/
The Nerevar
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Posted: 12th Aug 2012 18:26
looks very unique.

I think you should also change the gun icon at the top so it will fix to the gun your holding, just a thought.

I'm familiar with this, but I'm still learning!
Burger
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Posted: 13th Aug 2012 07:43 Edited at: 13th Aug 2012 07:57
Yes I have considered the huds but havent really done it yet.

About the weapon glow, all I did was alter the texture in paint and use a solid green/blue/red colour. I believe it looks like its glowing because of the light source. The colours dont actually glow.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 13th Aug 2012 15:48
still looks nice.

I'm familiar with this, but I'm still learning!
Burger
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Posted: 14th Aug 2012 08:39 Edited at: 14th Aug 2012 09:39
Thanks for the posts FPSCgamerguy

Also here's a picture of a map that the player can walk up to in game. I hope to achieve a sense of environment when the player looks at it.



"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 14th Aug 2012 20:05
that is something that I've never seen in an FPSC game before, nice!

is the map accurate?

I'm familiar with this, but I'm still learning!
Burger
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Posted: 15th Aug 2012 05:28 Edited at: 15th Aug 2012 05:28
The maps accurate enough, but it does miss some detail in level 3. Another thing is though the levels are very accurate, the distance and stuff is kept the same. Heres the map showing what parts cover the levels.

Green=lvl2,Yellow=lvl3,Red=lvl4. Note lvl 4 continues into the central sector, so it isn't that small.



"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
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Posted: 8th Sep 2012 08:57 Edited at: 11th Sep 2012 08:26
Well, nobody seems to really be posting but I figure I'll update this anyway. I have been working on the latest level. Here is a picture of its progress.



Credits to Gamer X for explaining to me on how to convert segments into entities.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
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Posted: 8th Sep 2012 19:44
Wow, this is looking really interesting. The static blood does leave a shadow (in your earlier screens), but anyways, looks very nice.

Burger
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Posted: 9th Sep 2012 05:06
Is there a way to avoid it making shadows? Making it a dynamic entity would work, but I'd rather have as little dynamic entitites as I can.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
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Posted: 9th Sep 2012 09:21
Well, then there is making another floor texture with a blood plat on it, but that would require making tons and tons of different floor textures. I'd just go with them being dynamic.

Burger
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Posted: 11th Sep 2012 08:57 Edited at: 11th Sep 2012 09:03
I guess I will make the blood splats dynamic. They probably wont stress the game at all because they're not doing anything.

Anyway here's a picture of Uzi Idiots Lens Flare and pain post effect in use. I think it adds a neat effect into the game.





On a side note - new record, 140 frame rate! v120 Beta 3 is doing well.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
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Posted: 11th Sep 2012 15:59
Nice, I like the effect

michael x
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Posted: 11th Sep 2012 16:06
when you make the blood dynamic jut make it immobile in the editor.it will be just like static mode.

more than what meets the eye

Welcome to SciFi Summer
Burger
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Posted: 12th Sep 2012 06:33 Edited at: 12th Sep 2012 06:34
I will get around to altering the blood throughout my levels.

In the meantime heres a picture of me messing around with the colours of the characters in the viral outbreak pack. I quite like the dark orange colour, I think I will use this and maybe a green. What would be the best colour? Grey isn't bad, but I feel this orange is better.

I do seem to like altering things to set my game apart from what's standard.



"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
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Posted: 26th Sep 2012 05:39 Edited at: 30th Sep 2012 05:07
I made a video of the the first level. Its by far the shortest level, and doesn't represent the length of the others.



*Edit* - the video has been replaced with what should be a higher quality one, but I can't seem to tell the difference.

The quality feels much lower in the video, but please give some feedback.
The text is somewhat harder to read because of the quality.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Ross tra damus
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Posted: 26th Sep 2012 12:50 Edited at: 27th Sep 2012 14:22
Burger

Very 'slick' video and looking game.
I'm starting to really like seeing games using the 'text' on screen feature and the way the Player can interact with 'almost' every object in the scene.
Your level in the video is nicely put together with just the right ammount of entity objects which avoids 'clutter'.

All the best of luck.
Pirate Myke
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Posted: 26th Sep 2012 20:14
Very nice indeed. The text does give the player options and information. Great Job.

Burger
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Posted: 27th Sep 2012 08:56
Thanks for the feedback, its great to see someone thinks its alright. I will be making a video of the second level some time, so expect more.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 27th Sep 2012 13:51
I like the use of the "plrwobble" command, it suits this game, and it is well used.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Burger
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Posted: 28th Sep 2012 06:45 Edited at: 28th Sep 2012 07:41
Yes, when I was looking through fpi conditions and actions I noticed plrwobble. Initially I thought it would be useful just for when the player is injured but I actually set it on permanently with scripts as a light wobble. That very light wobble gives a slightly more realistic feel, as we aren't as still as robots.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
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Posted: 30th Sep 2012 06:04
I threw together a video showing the weapons I have modified to better fit the genre I'm aiming for.



"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 30th Sep 2012 06:34
Those are very nicely done! Each gun seems to be well balanced.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Metal Devil123
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Posted: 30th Sep 2012 09:57
Very nice! The guns are awesome, and I like how the new window breaking sound makes breaking them seem more badass! Maybe the shotgun sound is a bit excessive, but maybe it's because it seems louder than the sounds on the other guns.

Other than that, great job!

Burger
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Posted: 1st Oct 2012 01:10 Edited at: 1st Oct 2012 09:01
Thanks for the comments. For each gun I was aiming for a certain quality to each make them effective in their own ways. The G22SE, I wanted that to be a semi powerful laser gun with a bit of bite, but not too much. The P90, I wanted that to be a super fast blitzing gun, with the feel of highly mobile fighting. The damage is moderate, but balanced. The G36C, I wanted that to be a seriously powerful not-to-be-messed-with assault rifle that also was balanced in terms of mobility and recoil. The JSCS14, I wanted that to be some sort of unorthodox and dangerous weapon. Hence, super recoil/sound/damage. In game I'm debating whether to have the shotgun with only two shots instead of its default four. I have considered revising the shotgun sound, but maybe another time.

Link to the glass smash sound effect, if anyone wants it: http://www.freesfx.co.uk/soundeffects/glass/?p=2
(large window being smashed)

And here's a picture of the latest level, the cargo bay. I have made a lot of progress lately and there should be much more work than sorting things out and polishing up. The level is still very much a work in progress.



As you can see the crane has lifted up a crate so the player can access the previously inaccessible spot. I'm yet to implement it but the player has to activate a switch so he can get on the crates and progress through the level.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
D0MINIK
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Posted: 1st Oct 2012 15:20
Looks good! Could use a few more lights, but I like your level design!

Quote: "the crane has lifted up a crate so the player can access the previously inaccessible spot."


Cool idea!

Keep it up

Burger
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Posted: 2nd Oct 2012 01:10
Because I was still making the level I was yet to fill in every detail. But here are some pictures of the mostly finished level.



This is before the switch has been activated, and so the player cant get on the crates.



This is after the switch has been activated. As you can see now the player can navigate the crates.



There is also a second crane and switch.



The last jump can be a little tricky but is perfectly possible. I think it is a cool feature for my levels.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
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Posted: 3rd Oct 2012 02:44 Edited at: 3rd Oct 2012 02:46
I just thought I'd update this again with some pictures of the survival mode. It is finished, and I have tested it with a friend a my brother. It is somewhat difficult to get 100+ kills, but my record is 125. Any higher than 95 kills the game seems to get gltichy, with the enemies standing around getting stuck on nothing. Anyway, it is fast and intense.

However, one thing I'm sitting on the fence for is whether or not to remove the limb detection lines for the enemies in survival mode. It is much more difficult to hit your enemies, and there is no cross hair available. When we all played it we played without the limb detection available, so you could hit your enemies from a mile away. Because you only have the time to hip fire you miss a great deal more shots with limb detection included, and so its harder to buy new guns. That's an issue that could make or break survival, so I not sure on that topic.

So here is a picture of the map. As you can see, there are a lot of trigger zones. Most of them are for spawning enemies.



Because I like to go the extra distance, I have given the player options to customize their gameplay in Survival. That is, to make it harder. The first options you have are the modes, the modes however only affecting your health. One hit mode sets you off with 1 health, hard core is 50 and normal is 100.



The next customizable option is the lighting of the Survival arena. You can choose various options, that only make things harder. Flashing light is the same as light flicker, the slow pulsating light is a slow blink, on and off, the survivors light is such a tiny light its barely noticeable, and then there's my favourite, the degrading light. As it says, the degrading light slowly degrades to the size of a survivors light. Nothing better to put the pressure on than having a slowly shrinking light! It is probably a more intense option than the survivors light.



Want a challenge? Want an impossible challenge? The choice is yours. (But there's no easy mode!)

Oh, and I have (mostly) finished the first five levels. I am trying to complete them the best I can and round them together. I may be going to release a demo sometime soon.

Feedback is welcome!

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 3rd Oct 2012 04:02
This is cool!

Can't wait for a demo!

How does the survival work? looks like a real hassle with all of those triggerzones.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Burger
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Posted: 3rd Oct 2012 06:37 Edited at: 3rd Oct 2012 07:31
Essentially all survival has is a few variables and trigger zones used to spawn enemies when those variable criteria's are met.

I used conjured cash system script and modified it for Survival.



In that list, some of those variables aren't really required, but I have them in to make the game better. The numbers of the Jaws1, Jaws2, Jaws3 kills variables refer to the level of difficulty of that set of enemies. Jaws3 is tougher than Jaws1. The reason the enemies have individual variables is so that by killing more jaws you spawn the harder jaws, and so on.

This is a script to activate Jaws1 at 15 kills. Bearing in mind there are 4 Jaws1's.


This is a script to activate the Grendels at 35 kills, similar to the previous script.


And this is where the more difficult enemies come in of the same kind. The issue I had was that I couldn't spawn more difficult enemies when the weaker ones could still be out, 1. because that would result in too many enemies and 2. because the spawns falls out of order, I'm looking for increasing difficulty.

So I made it so that every time you killed a weak Grendel it increased the variable specific to activating the tougher Grendel.



This script means that if kills is equal to 45 or above and you have killed any weak grendel 3 times only then will the tougher grendel be spawned. And because each weak Grendel only had 3 spawns, you wont have a mix.

The weapon scripts are again based off of conjured's cash system weapon pick up scripts. They are almost the same really.



So all those triggerzones you see are largely small scripts to spawn enemies when the conditions are met.

I'm curious as to people opinions about the limb detection problem I have, I'd be interested to hear your feedback.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
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Posted: 7th Oct 2012 09:38 Edited at: 9th Oct 2012 14:26
DEMO RELEASED!!

After some time I have put together a five level demo of An Instinctive Fear. The download link is here:

http://www.gamefront.com/files/22419708/An+Instinctive+Fear.rar

Please download, give some feedback and constructive criticism if possible. This is my first game/demo I've released, so please be honest.

Demo updated 10/10.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 7th Oct 2012 20:47 Edited at: 7th Oct 2012 22:30
Yes!!

[edit] This is very well made, the first encounter was a scare!
This game almost reminds me of Doom 3, with the darkness, atmosphere, and interactivity. I'm also curious on which version of FPSC did you use?

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Burger
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Posted: 7th Oct 2012 23:56 Edited at: 7th Oct 2012 23:59
The latest version, v120 beta 3.

Thanks for the feedback by the way. I wasn't sure what people would think of the game. I had my friend play it and he jumped out of his chair for the first scare, and I laughed because I new it was coming. So do you think I have successfully achieved my target of not just being another FPSC game/stock scifi

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
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Posted: 8th Oct 2012 22:06
I downloaded, and its pretty good. I like how everything is interactive. The first part gave me a fright . I will be looking forward to more from you.
Hamburger
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Posted: 8th Oct 2012 22:29
Hey, I played your game but I cannot get past the computer code part, because I try to enter the code but nothing happens...

I don't have a numpad on the right side of my keyboard if thats the problem, I tried using the top row of number keys.

I was sad because it was really good and wanted more

you did a real good job here!

[/href]

++New Products Being Uploaded++
Burger
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Posted: 9th Oct 2012 00:42
The script uses scancodekeypressed with the number pad, not the other numbers so this is the issue. I'm really sure how you will get past it. I can't rebuild the game at the moment but I may be able to later on.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
kingofmk98
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Posted: 9th Oct 2012 02:03
Yeah my key bored doesn't have a number pad


This man with long tail just popped out and said Spagett!... It was not scary, It was just abnormal.
AmazingGaming
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Posted: 9th Oct 2012 04:38
Hey I was wondering how you made your files all unique like that. What I mean is this..

In DATA folder you have only 4 things..

bg.dll
game.enc
music.dll
setup.dll

Normally it shows entity folder,Gamecore,audio folder etc.

How did you modify it to regular files so no one looks through all your files?

I also have another question, How did you make that launcher? where you click to play the game and the launcher appears and says play or exit. How did you do that??? I would love to know all this (sorry if its easy I am a noob to scripting if thats what it is)
also you dont have to but how you make the game settings application?

lol sorry lots of questions I was just shocked on how you did this lol looks good though! Keep it up
Bouncy
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Location: Bottomless Pit (still falling)
Posted: 9th Oct 2012 07:04
When I was playing the computer code part I first tried to use the numbers at the top of my keyboard, then they didn't work. So I used the key pad.

Anyway, in the first level when I was crouching in the vents a blue hud popped up saying I had found a collectable. What's this?
Omegamer
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Location: There
Posted: 9th Oct 2012 08:07
Well I'm currently stuck somewhere in the demo, but you realy made a fantastic job on that, this was actually one of the best FPSC Games I've ever played!

Leveldesign was AAA!
Burger
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Location: New Zealand
Posted: 9th Oct 2012 09:38 Edited at: 9th Oct 2012 10:27
Really? That's fantastic that you think that. This is my first game that I've properly done in FPSC.

Quote: "this was actually one of the best FPSC Games I've ever played!"


But let me guess, you've only played one FPSC game before

@Omegamer - Oh yeah, did you notice that I used your 16:9 black bar script in my game? I forgot to mention it in readme credits. I think the bar created a neat effect. And you say you're stuck, is there anything I can help with/fix. I will eventually be re-uploading a fix for the keypad issue.

At the moment I'm revising how to work the computer password situation that kingofmk98 can't pass. The issue I'm having is that when the numbers on the top of keyboard are pressed for some reason it seems to think you're pressing the button repeatedly. It automatically inputs the same number four times and gets its wrong.
The keypad numbers however don't seem to have this issue, they're processed separately as they should be. Anyway, I will post back as soon as I create a fix. I don't really want to cut off people from being able to complete my game.

While I'm at it, anything that can be improved? Any other glitches/bugs that have been found? Feedback is most welcome, although only if its as good as omegamers comment.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Location: Vvardenfell
Posted: 9th Oct 2012 13:45 Edited at: 9th Oct 2012 13:46
A little more ammo would be nice, I used 13 out of 20 shots to kill the first encounter, then only to find out there are two others later on...

Maybe you can add another clip tho the initial weapon when you find it, and place some more hidden deeply in the darkness.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Omegamer
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Location: There
Posted: 9th Oct 2012 13:47
Quote: "But let me guess, you've only played one FPSC game before "


Nope, about 30-40
Still one of the most atmospheric FPSC Games I've played right after Slender, it wasn't scary or something, I just felt a need to explore your level I didn't want to stop.


Quote: "Really? That's fantastic that you think that. This is my first game that I've properly done in FPSC. "


Thank you


Quote: "@Omegamer - Oh yeah, did you notice that I used your 16:9 black bar script in my game? I forgot to mention it in readme credits. I think the bar created a neat effect. And you say you're stuck, is there anything I can help with/fix. I will eventually be re-uploading a fix for the keypad issue."


LOL I didn't even notice that^^
If you want you can add me to the credits but you don't have to.

I am stuck after the keypad I found another key (I think?) and now I have no idea where to go.
The Nerevar
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Posted: 9th Oct 2012 13:55
Go back to the first room, there's a locked door there.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Omegamer
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Posted: 9th Oct 2012 14:02
Quote: "Go back to the first room, there's a locked door there."


Thx worked
Burger
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Location: New Zealand
Posted: 9th Oct 2012 14:16 Edited at: 9th Oct 2012 14:28
I'm not totally sure why but a few posts have popped up out of nowhere . Anyway, I didn't mean to ignore you AmazingGaming. What you're looking for is the vishnu packer, its free and great. Here's the link http://forum.thegamecreators.com/?m=forum_view&t=159861&b=21

@The Nerevar, did you notice in the second engine room (after the first encounter) underneath the platform there is a small green crate with three ammo clips on it. Did you find this? Or was it too hidden, anyway. Maybe it was my intention to create pressure.

@Omegamer, that makes me feel like I've really achieved something if thats how you rate my fpsc. You get a carrot Oh yeah, and I've already updated the demo before I thought of crediting you . . . so yeah, have two carrots

@Bouncy, In every level there is one collectable to be found (in the form of an FPSC case). It is just an extra I've included. Try to find them all, they're in some pretty tricky spots!

-------------------
Demo Updated

In light of Kingofmk48's issues with the keypad and computer password, I have changed how the computer works. Rather simply, you don't type in anything, you either know the password or you don't through audio logs.

Link is here: http://www.gamefront.com/files/22419708/An+Instinctive+Fear.rar

The other posts have been updated as well. For now, good night, its late. (just installed v120 beta 4!)

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
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Location: Bottomless Pit (still falling)
Posted: 10th Oct 2012 00:45
I played through again and only found 2/5 of the collectables! I'm determined now.
AmazingGaming
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Location: Good Question....
Posted: 10th Oct 2012 00:46
How did you make the camera shaking like that when you are playing? Like it looks more realistic. Can you release the script or is that something for you only?

Burger
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Joined: 22nd Jun 2012
Location: New Zealand
Posted: 10th Oct 2012 08:11
It is a simple script that uses the 'plrwobble' command. The script is put into a trigger zone somewhere out of the gameplay area.

Here's the script I used just for the wobble:


I used the value 3 across all levels, except for the very beginning of the game, in which it was 50. So the higher the value the more shake. 3 is a good value as it is light, giving a more realistic feel (we aren't as still as robots).

If you have any other questions like that one to ask me about the game feel free, I'm more than happy to answer them.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12

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