Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

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

Author
Message
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 21st Nov 2012 02:20 Edited at: 21st Nov 2012 04:06
@Anayar that's awesome, but one thing I realised is that you cant voice every Audio Log - they're different people in game. So this got me thinking, what if you could voice the player? That would be even awesome-er (Class A proper English right there). Having the player talk throughout the game would make it much more immersive. That would help the lack sounds in my game.

If you would be interested in that, I'll have to run through the game and get some lines together. The kinds of lines could be:
"Where am I, what on earth has happened?"
"The Crew, they're all missing. Nobody is around, but everything is left . . ."
"I have to find another way around . . . this place is falling apart"

Another thing I should mention there will be a lot the player has to say, so it will end up being much more than just an Audio Log or two. There could be up to 30 lines in one level (anywhere from 10-14 expected)

Those are just lines off the top of my head, they are likely to fall into what the player could say, but could change. If you would be keen to voice the player that's great, I'll take up your offer . Just Give me some time to get some lines sorted.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
anayar
14
Years of Service
User Offline
Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 21st Nov 2012 17:10 Edited at: 21st Nov 2012 17:11
Hmm... Well why don't u shoot me an email

And be warned: I AM AMERICAN XD

Cheers,
Anayar


For KeithC
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 22nd Nov 2012 05:29
Anayar I have sent you an email, it should cover everything up to what's currently developed in game.

Many thanks

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 23rd Nov 2012 08:58
In the mean time, great progress has been made on Survival mode. Currently the first map 'Arena' is being redeveloped and improved from its original. I've put together a video to show the first two out of five enemies. Please note the recorder killed the frame rate, it usually gets to 40-50 fps on my laptop when the full number of enemies are active.



Currently planned for Survival mode is another map, powerups and possibly upgradeable weapons. The first map (and currently the only one) is shaped like an arena, because it was best fit without having to edit AI at all really. The next map will be slightly more complex in terms of AI and weapon upgrades. Power ups will be included in Arena, but not weapon upgrades.

Please leave some criticism and feel free to suggest anything for Survival, as I real keen to get making all these new features and eventually release Survival.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
11
Years of Service
User Offline
Joined: 7th Oct 2012
Location: Bottomless Pit (still falling)
Posted: 23rd Nov 2012 22:10
Awesome! Looks intense, although a bit laggy. Cant wait to see/play all the other features for Survival.
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 23rd Nov 2012 23:49 Edited at: 24th Nov 2012 08:46
@Bouncy, the lag was mainly caused by bandicam recording. On my laptop I usually get 40-50 fps when the maximum number of enemies on the map are active (it has been reduced to 8 for the survival update). Thanks for the comment, survival mode will be a long way away from release.

I have just updated the news section of An Instinctive Fear on IndieDB, it sums up the changes and features of the Survival greatly, I really recommend the read.

Read the news update here: http://www.indiedb.com/games/an-instinctive-fear/news/survival-mode-updated


Thanks, Burger.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 24th Nov 2012 23:09
Hey guys another update for Survival, and this time its the new weapon, the GX-Reaper! It is a modified version of the stock minigun. It is the first of the guns to have a green coloured theme. What the GX-Reaper lacks in damage it makes up for in sheer volume of bullets, its able to mow down crowds of enemies. However it doesn't come cheap, at 3000 points its the games most expensive weapon.

Here is the video, excuse quality an fps etc:



I don't know whether this gun will make it into the main story, but if it does its appearance will be brief. That's it for now, please feel free to comment, give feedback and suggest anything for Survival mode.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Hamburger
14
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 25th Nov 2012 14:49
Hey Burger your survival mode is looking really sweet! The only thing I could think of doing is to maybe populate it a bit more with some random entities...

Also, with your text huds, how did you get the little grey border around the text lettering? Does fpsc do that automatically?

[/href]

BACK FPSC:R! http://kck.st/Tmi93T
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 25th Nov 2012 20:13
Thanks for the post hamburger, Its good that you like survival, its only going to get better. The reason it has few entities is because if I place any of the floor the enemies get stuck on them and that can be used to the players advantage. I could try and make strafing enemies, but a. I don't think its too necessary and b. the targets are precise enough to hit now that they've been run through limbfinder so the hitbox is very accurate. I could put more on the walls, but that can only go so far in terms of detailing the area. And the idea was also to not be focused on the detail of the arena but more the fast paced gameplay.

And about the text huds, as far as I'm aware that's just how they are. It could be FPSC blurring it in the video, because in-game I don't seem to notice the grey borders. But, I will check it out next time I get the chance to go on.

Thanks, Burger

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
11
Years of Service
User Offline
Joined: 7th Oct 2012
Location: Bottomless Pit (still falling)
Posted: 18th Dec 2012 22:56
That gun looks mega-cool, Survival looks interesting and intense.

There hasn't been an update for a while, is this still being worked on?
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 19th Dec 2012 08:47
Quote: " is this still being worked on"

He/she seems very dedicated to this, so I think that it is still being worked on. This is one of my favorite projects on the FPS Creators, so I at least hope it is.

Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 20th Dec 2012 02:52
Hold up there Bouncy, just because I haven't posted in a little while doesn't mean I've stopped working on this. I'm in fact determined to finish this because I need to finish something, I don't want to be a person who never finishes a game beyond a few levels. I hope this game will go all the way to release and beyond.

That being said, progress has been somewhat unbalanced lately but of course that happens, this is only a spare time sort of deal. However the summer holidays are here and I intend to dig down and get some hefty progress done.

Lately I've moved away from work on Survival and moved towards the main story. I've decided to add an additional level in between the previous level 6 and 7 however I wont be disclosing many details about this level. It is meant to further the plot, which should keep the game play at a good level. Here is the only screenshot I will provide:



I have the next few levels mapped out quite clearly so hopefully progress will be simple. I will also post shortly about the new enemy that will be featured in level 6 (that's the level after the end of the demo)

Anyway, best I get back to work. Thanks for the posts.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
DaniDelore
11
Years of Service
User Offline
Joined: 2nd Dec 2012
Location:
Posted: 20th Dec 2012 06:24
really looking forward to the final one!

starving student will model for food
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 20th Dec 2012 23:47
@DanilDelore, thank's for the comments. I'm keen to make it.

Lately I have worked on the new enemy to feature in level 6. This is backtracking a little but I felt I needed to change a few things round. The original 'jaws' character from viral outbreak has had some changes. Much like the decayed character, I changed the texture and sounds. But this enemy is special, whenever its going to attack you your screen blurs because of its eerie forces. It has also been made much tougher than the original jaws. Here is the video:



Watch it on youtube, its better. http://www.youtube.com/watch?v=Wpy5179G05c

That should be it for now, and I just thought I'd say level 7 is finished, so now progress is onto the half complete level 8. Any comments/criticism welcome.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
11
Years of Service
User Offline
Joined: 7th Oct 2012
Location: Bottomless Pit (still falling)
Posted: 21st Dec 2012 23:15
Neat! I like the new jaws. What about the other viral outbreak characters, will they be featured?
Hamburger
14
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 22nd Dec 2012 16:34
The new characters look great, but you should really consider changing the sounds to something more scary, would make them even better.

[/href]

BACK FPSC:R! http://kck.st/Tmi93T
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 22nd Dec 2012 20:18
That's awesome! Can't really judge just looking at that video, but maybe a little more health would be good for that enemy? Just a thought.

Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 22nd Dec 2012 22:38 Edited at: 22nd Dec 2012 22:39
@Bouncy, Thanks for the comments. I have plans for all of the viral outbreak characters to be featured at least once. The thing is I customise and edit the characters when I need them in the game, so it may be a level or two before you get a video similar to this one.

@Hamburger, thanks for the feedback. I thought the sounds are more scary. The original Jaws makes little sounds. But the ones it does make sound like a pig snorting, and some guy opening his mouth to bite a huge burger. The new sounds are more like a deep a varied roar and when it attacks you there's a nasty crunch. If not, how would you recommend (or what) to make the sounds scarier?

@Metal Devil123, Its great that these characters are (awesome!). About the health, the default jaws character has 100 health. Far too little for me considering how slow they are. The new jaws has 275 health, and yet I'm still considering to raise to 350 even. 275 is much higher than 100, but I will raise the health til' jaws is tough enough.

Thanks for all the comments guys. Level 8 is having its design put towards the final stage but there's a fair bit of detail to go in yet.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Hamburger
14
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 22nd Dec 2012 23:13
I think if you somehow made the character loop a deep heavy breathing noise it would make him have a bit more depth. You could make several idle noises and edit the script to play them randomly at random intervals as he is walking or idle. I actually think that dogman from model pack 22 does this (I think...)

The sounds were alright, they are definitely more scary. I just think they need to be scarier.

I almost think that another way you could do this is to not even have him make sounds at all, and to script him so that the closer the player gets, he hears a ringing, buzzing sound/voices and his vision gets increasingly blurry if he looks at him or something (to make a sort of silent hill-like effect). I think that could really send chills up players spines becuase of how eerie it is and how it sort of instills fear just by the nature of the monster.

Just a few ideas I had.

[/href]

BACK FPSC:R! http://kck.st/Tmi93T
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 23rd Dec 2012 01:02
Hmm, I like your thinking on the last option. No sounds at all won't particularly give it away. And the increasing blurring/ringing will panic the player (especially if you can't see jaws) but my only thoughts are that the full effect of the blur may not be reached every time.

But I like that idea very much, I will probably make some minor changes again such as health. One thing that was probably too difficult to notice in the video but when the jaws was activated to attack the player you actually freeze for half a second, giving the idea you were momentarily trapped with fear. I could increase this with the silent jaws.

To expand on the silent jaws idea, what if he got close enough you simply take damage? We try to give the player the attitude, whatever you do stay away from it, perhaps? Just a thought. I will work on Jaws a little more with these suggestions and make a video sometime with my results. Hopefully Jaws will be a much more scarier character than the existing scary Jaws.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Hamburger
14
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 23rd Dec 2012 14:46
[quote]To expand on the silent jaws idea, what if he got close enough you simply take damage?[quote]

Yeah, you could even make it that if you got close enough that your health automatically goes to zero, with some really scary visions going on or something.

If I wer you though what I would have done with the freezing is to make the player frozen for a lot longer, and add some other noise while the player is looking at it (like some sort of dark voices or something)

I almost think another thing with this character concept is to make him respawn behind the character in areas (Kind of like slender man?) so the player might never really know that he is safe running away from it in a dark corridor/hallway.

A scary name would be good to create fear for the player as well. I think if you called it The Void or something instead of some regular monster name it would seem more eerie as well.

Have you ever seen the show Ghost Adventures? Sometimes I like to watch that show because of the way they utilise their sounds, and they do a really good job. They almost kind of reflect the silent hill style a bit. I also do it to get ideas for scary games.

Also, I kinda feel a little bad because I feel like I sort of dissed your character in the beginning, I didn't mean to do that.

[/href]

BACK FPSC:R! http://kck.st/Tmi93T
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 24th Dec 2012 00:55 Edited at: 24th Dec 2012 01:05
Megaquote!

Anyway, I have been working on the new new jaws. I have got some sounds that will do for now (sounds are difficult to pull of well) but I have run into trouble with the scripting of it. It may take a little bit longer than I thought or I might simplify the script a little.

Quote: "I almost think another thing with this character concept is to make him respawn behind the character in areas (Kind of like slender man?) so the player might never really know that he is safe running away from it in a dark corridor/hallway."


I don't think I would limit myself to the spawning it behind the player, for example in the current level 6 you encounter it to the side at one stage. But I understand what you're saying, keep the player on edge. I don't want to copy slender man or try to have an enemy like it, but the same concept of keeping the player guessing/alert is used.

Quote: "A scary name would be good to create fear for the player as well. I think if you called it The Void or something instead of some regular monster name it would seem more eerie as well."


In the game the creatures haven't been given specific names, just referred to as monsters/mutants/things/creatures etc. I don't think it will fit to give this one a name, but who knows.

Quote: "Have you ever seen the show Ghost Adventures? Sometimes I like to watch that show because of the way they utilise their sounds, and they do a really good job. They almost kind of reflect the silent hill style a bit. I also do it to get ideas for scary games."


No I haven't seen Ghost Adventures. Should I have seen it?

Quote: "Also, I kinda feel a little bad because I feel like I sort of dissed your character in the beginning, I didn't mean to do that."


You didn't diss it, you gave constructive criticism with your opinion. You gave feedback, which is what I need really. There are few to judge.

But anyway I might see what I can do about the jaws script. Also if you know of any sounds/sound effects that will be much more suited for the silent jaws, feel free to share to them. I find it difficult to put together sounds that are really scary.

Thanks, Burger

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Hamburger
14
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 24th Dec 2012 03:35
Quote: "No I haven't seen Ghost Adventures. Should I have seen it?
"


I was just suggesting that it may give you some ideas for stuff


Quote: "Megaquote!
"


yeah, hehe, oops

Quote: "I find it difficult to put together sounds that are really scary."


Sometimes you really have to get creative with audacity and overlay two unlike sounds together to create cool effects. You know those creatures from dead space? They were made from putting human screaming nouses and animal noises together (with some effects added).

Oh and one thing that I just want to say is this, If you absolutely do not like any of my ideas, Burger, then you have every right not to use them. It's your game, and if you like your monster the way it is then you can keep it that way! Go ahead and make your monster the way you like! I just wanted to give you a few ideas based on some things that REALLY scare me lol.

[/href]

BACK FPSC:R! http://kck.st/Tmi93T
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 24th Dec 2012 11:37
Quote: "Sometimes you really have to get creative with audacity and overlay two unlike sounds together to create cool effects. "


I never thought of using unlike sounds. Come to think of it I used Audacity to put together some odd sound effects like to make the sound where the player puts on gear and gets a helmet hud. One of the many sounds I used (about 8-10 all up) was a suitcase being placed on the ground.

Quote: " If you absolutely do not like any of my ideas, Burger, then you have every right not to use them"


Quote: "Go ahead and make your monster the way you like! I just wanted to give you a few ideas based on some things that REALLY scare me lol."


I guess you're right and I shouldn't forget this. But still I felt what you were saying and your suggestions would be improvements. Thus I pursued them. However I've become a little stuck with the sound script. I still could simplify but haven't as of yet and Christmas is tomorrow so no progress I'm afraid I've become a tad lazy because I already have a working Jaws. Maybe I'll save improvements like this for another time.

But still, thanks for all the feedback and suggestions hamburger, I appreciate it. Ah . . . making games in FPSC

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Hamburger
14
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 24th Dec 2012 16:18
Quote: "Ah . . . making games in FPSC "


Yeah I know the feeling.

Thanks man

[/href]

BACK FPSC:R! http://kck.st/Tmi93T
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 29th Dec 2012 03:29 Edited at: 29th Dec 2012 07:14
Good news! Progress of the 8th level is finally seeing something decent. I have changed around a few things and now I'm adding more destruction around the place, the area is unstable and falling apart. This level will be tricky to navigate, so many of the possible paths are blocked by cave-in's and rubble because of the mysterious events that happened before (the ones the player cannot remember). Here is a new screenshot of the level:



Because I'm a tgc reloaded pledge I got to download model pack 38 which has some fantastic water effects which have made its way into my game. You may also notice how the sparks from the cables towards ceiling have a light flash around them (probably didn't but anyway), because this is a new aesthetic feature I've added. They're scripted to work in conjunction with a timed on and off dynamic light. However I have been running into problems with either the light or the spark falling out of sync for no obvious reason. If I can't get them to work 100% of the time it may just be a spark with no temporary light source.

Expect more of these screenshots, as level 8's overall progress is going great.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 29th Dec 2012 12:50
Looking awesome! Really. There's a reason this is one of my favorite project at the moment! The water effect are neat there, so are the sparks. Wondering, will this ever build properly, with all this detail (dynamic detail) going on.

Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 30th Dec 2012 03:22
@Metal Devil123, thanks for the post. I don't see why it wouldn't build. The spark decal isn't very taxing on FPSC, nor one dynamic light. The water as I understand it is simply a dynamic object with a shader to make the texture scroll. I could do a test build, but all of this still feels very easily within what FPSC can handle.

And to further on what I said before about the sparks and the dynamic light losing sync I cannot figure out why they do it. When I go some distance away from the spark and light one of them falls out of sync. I have a dynamic light flashing when there's no spark and vice versa. To save posting a whole thread about it I'll put the scripts up here. If anyone could help that would be great.

This is the first script I used for the light:



It works as it should really.


Here is the second script I used for the light, which was simplified to one variable:



Here is the first script I used for the spark decal, I changed it from this but I still will post it up anyway.



Here is the second script for the spark decal. I use this one (as well as the second light script) currently. So I don't know if you can spot a problem, but when I move a certain distance away from them they fall out of sync and look terrible.

If there's no particular solution then I will simply remove the light source and keep the spark decal, it will just lack a little detail.

Thanks, Burger.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
11
Years of Service
User Offline
Joined: 7th Oct 2012
Location: Bottomless Pit (still falling)
Posted: 1st Jan 2013 22:45
I like the new water effets. But about the scripts I don't know I'm not very good at scripting at all. Keep it up, I'll be keen to see more.
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 5th Jan 2013 07:50
Thanks Bouncy. I've been hard at work on An Instinctive Fear. I have been doing a lot of small and extra things that will really add to the game play experience. But I've mainly been working on level 8, and its looking to be the biggest level yet. Here are some more screenshots of the same area as the previous screenshot.





The last picture is look down on the area. I've spent a lot of time getting the detail right in this area, and I think its one of the best in the whole game. Anyway, I'd be keen to here what you guys have to say about it. Thanks, Burger

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 9th Jan 2013 01:48
Hello again, just posting some more screenshots of level 8. I've very nearly finished it, just finalizing details and getting into shape to be finished.





Anyway, thoughts and feedback is welcome.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 9th Jan 2013 06:03
It all looks good, but those tables look off being stacked like that. I figure they're like that because you have to climb to the air duct thingy? I think there's some way you can make this look more natural, as now the tables look strange being stacked like that.

Also, in the last screen, the light source to that orange light isn't illuminated properly. Other than that; great job!

Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 9th Jan 2013 22:23
Thanks for the feedback Metal Devil, its kind of what I need. Here is a picture about the tables being stacked:



Its just a thought, perhaps there's another way to do it? I think it does look a bit more natural than the first set up.

Quote: "I figure they're like that because you have to climb to the air duct thingy?"


Darn-it he's onto me

I also changed around the light so the source is properly illuminated, but that doesn't really need a screenshot.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 26th Jan 2013 07:41
aaaaaaand is me again. I haven't posted in a little while, but that seems to happen with regularity. I finished the 8th level not so long after the above post. Here's the last screenshot I'll give of it:



Just another room really. But what's more important is the next level, which should be awesome. I have planned this level to centre around some fast paced action. Here's a screenshot of the existing level:



A nicely lit up area. Looking forward to posting more progess in time, but school starts shortly so . . .

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 27th Jan 2013 09:46
Dang, the screens look good, but for some reason I'm really loving the last screenshot. Don't know what it is about it, but it's just great. It looks like very good calming point for the otherwise pretty intense game, with the ceiling kinda looking like stars. I really like it.

Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 28th Jan 2013 03:25
Thanks for the comments metal devil. I must say the area of the last screenshot would have to be one of the level design highlights of the whole game. At least just with segments.

Quote: "It looks like very good calming point for the otherwise pretty intense game, with the ceiling kinda looking like stars"


I never really thought of it like that but now that its been said I can't agree more. It does feel kind of calm. That completely contrasts the events that shortly follow in it though . . .

But anyway here's another quick screenshot showing Anayar's hologram entity, which fits in quite nice as a interactable feature in the level.



"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 28th Jan 2013 20:45
Coo. Love all the detail in this. Especially the interactible stuff. Very nice!

Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 2nd Feb 2013 05:25 Edited at: 2nd Feb 2013 22:16
I'm back with another update, this time about shadows and lightmapping settings. I was going back through my first few levels, optimising things, tweaking and such when I realised that the shadows in my game weren't very, shadow-like, so I messed around with the lightmapping settings to get some better results. I have increased the quality of them enough so my levels won't explode, and have changed around segment properties to actually get my shadows showing.

I have written a news article on Indie Db about this, essentially the same information and all is covered, but hey. Getting some views is always nice, thanks:

http://www.indiedb.com/games/an-instinctive-fear/news/increased-light-mapping-quality

Here are some pictures of the results:



The shadows aren't very clear in this image, but they are there.







And my personal favourite:



There may be some more shadow pictures to come, but these are probably the better images of the bunch. Feedback is welcomed

- An Instinctive Fear IndieDB page, download demo today!
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 16th Feb 2013 00:08
I'm back, I haven't updated in a little while because progress has been on/off. There are some really fine a picky issues with the latest level that I'm still trying to sort out. It will get to a point where I'm satisfied, but I dont know some time. Here are some images in the mean time:





I'm liking how these are turning out, and I feel similar style will follow for the next level. Feedback is welcomed, thanks.

- An Instinctive Fear IndieDB page, download demo today!
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 16th Feb 2013 12:12
I love the wall detail in both of the screenshots. Looks great!
And the shadow images look cool also. Very nice!

Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 6th Mar 2013 07:13 Edited at: 6th Mar 2013 07:14
Quote: "I love the wall detail in both of the screenshots. Looks great!
And the shadow images look cool also. Very nice!"


Great to hear Metal Devil123, there never can be enough of those comments


Well in other news a lot has been going on in the background with AIF (and a lot hasn't, I guess) but I have adopted a new tactic to get a lot more content developed faster. Just make the levels, fill in the specifics later. For example, it took me just a few days to develop the 10th level, but I'm yet to put customised scripts and finalise various details (which seem to take forever for me). I hope with this new tactic I can move on from little things holding me back and get ideas out of my head.

In other news I have made a new video demonstrating a new weapon shader. The bumpcubereflectalphaillum.fx file that Uzi Idiot made works perfectly for my sci-fi made weapons. It can highlight certain parts of a weapon and make them illuminate as seen in the video, giving a neat visual effect. It is also useful for keeping your bearings in dark areas, previously you would have otherwise had a blank screen. It also adds an aspect of realism, my previous textures would suggest they glowed. Not all portions could be illuminated because of how the shader works, so that's why parts aren't illuminated that should be.

By the way, watch the video on youtube itself, its a lot better:

http://www.youtube.com/watch?v=MXDCuHd3S1o



Anyway I should get around to posting new images of the 10th level at some later date, but this has been a Burger Update.

- An Instinctive Fear IndieDB page, download demo today!
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 6th Apr 2013 08:22
Long time no update, but fear not, progress is good.

Lately I've been revisiting older levels and looking and criticising myself about what I've put in and why. I've revisited lightmapping quality, and have further tweaked with that. One of the bigger things I've done lately is changing around my segments in the game. Or more specifically, I've changed the shader applied to the majority of walls I use. They now use a shader from model pack 65 segments, and it looks much better. Instead of the previous shader, which simply gave a bright and shiny blob, this one is much smoother, nicer and just looks far better. Here are some screenshots of the first level, updated with all these bits:






Another I have done that you may have noticed is changed the ceiling segment out for a different one. It's a common criticism I hear and give about having identical textures for the floor and roof, and up until recently its been that way for me. In all of my levels so far I've changed all of the appropriate ceilings to theses new ones. It creates a much better effect, and it definitely takes it a step further from being a boxy game.

A lot of my time recently (with AIF at least) has been taken up with behind the scenes detail, working at the more basic things and features of the game. I've been revising scripts, making changes, added some extra music, altered and improved AI, so many little extra things. Hopefully these will increase the experience for the game and have players leave feeling a bit better off.

I will get around to posting screenshots of the 10th level, I will . . .

- An Instinctive Fear IndieDB page, download demo today!
danieleman
11
Years of Service
User Offline
Joined: 12th Feb 2013
Location:
Posted: 6th Apr 2013 09:31
Hello Burger


Well this game looks awesome,especially the re-texture weapons and level design.Keep up a good work.

MY ENGLISH IS NOT GOOD LIKE YOURS.
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 3rd May 2013 12:15 Edited at: 3rd May 2013 12:17
@danieleman, thanks for the nice comment.

Well hey people, I seem to find it hard to updated regularly lately, but I'm still chipping away at this game. I have been working on improving core features for the game lately. One of the features I plan to implement into the main game is a map system, that works by recording areas you've discovered as an image (recently I've been working with this test map). As you go to new places, part of the full image of a map is added to increase your understanding of your surroundings. So if you need to know where to go, the map is there to help.

This still being developed, so there may be additional features added, such as highlighting the room you're in, adding helpful map info (labels, objectives) and potentially more. I plan to at least add extra detail.

As well as that included in this video is a demo of the new system to display damage, or rather a better one. What it does is displays a hurt image with set transparency, depending on how hurt you are. If you are lightly hurt, the image only shows a little. If you are heavily hurt, it shows more and is less opaque. This is a subtle detail but greatly improves the simple number underneath the health HUD. The script was made by another forum member, here's the link to the thread & script:

http://forum.thegamecreators.com/?m=forum_view&t=204496&b=23

Here is the video, but I recommend watching it on youtube for better results:



Youtube link

Behind the scenes a little bit of scripting has been done. I think the map will be a cool feature. I will probably remove in game maps (on the walls), because the idea is that the map is within your helmet, a visual hologram like in countless movies and games. Having the map only shown where you've been help promotes looking around, and leaving the unknown as exactly that.

That was also a video of the new shaders in action, but I don't know how noticeable that was.

Don't quote me, but I plan on adding or looking into these features:

-Better Map system
-Inventory system (basic)
-Toolkits that can be picked up that assist you in areas later on
-Skippable text passages
-Autosaves at the beginning of a level

Hopefully I will be releasing news about how these features are going, and then hopefully I can update and fully revamp the released demo.

Well that's it from me, feel free to give feedback or constructive criticism.

Thanks, Burger.

- An Instinctive Fear IndieDB page, download demo today!
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 3rd May 2013 18:01
Quote: "One of the features I plan to implement into the main game is a map system"

That sounds awesome, and in the video looks cool too! Highlighting the room you're in would be a nice feature also. I hope you are really successful with this feature, I don't think this has ever before been seen in an FPSC game.

Also, cool damage system, congrats unbound!

Quote: "Don't quote me"

You can't control me! No one can!

Quote: "Hopefully I will be releasing news about how these features are going"

I'm waiting forward to hearing about these features.

Pain
FPSC Reloaded TGC Backer
17
Years of Service
User Offline
Joined: 4th Apr 2007
Location: Lake Orion, MI - USA
Posted: 3rd May 2013 21:24
I have to say uoi have done a great job on this.

What version of FPSC are you using?
If its 119, how did you get the Lighting so Dark???

I have been playing with FPSC since the update and I can not get it to be flat out Dark. my light settings are:

Ambience level=5
Ambience red=10
Ambience green=10
Ambience blue=10

PAIN!

Me = noob

and i love The TGC : )
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 5th May 2013 03:26
Quote: "That sounds awesome, and in the video looks cool too! Highlighting the room you're in would be a nice feature also"


Quote: "I have to say uoi have done a great job on this."


Thanks for the helpful comments guys!



Quote: "I hope you are really successful with this feature, I don't think this has ever before been seen in an FPSC game. "


Thanks again, but I believe blackfox has done something much like this before, perhaps slightly different.

Quote: "Also, cool damage system, congrats unbound!"


The system is awesome, and very simple as well. It is such a subtle detail, but way better than just having a number saying how healthy you are.

Quote: "You can't control me! No one can!"


I said don't quote me, and you did, lol!

Quote: "What version of FPSC are you using?
If its 119, how did you get the Lighting so Dark???"


I'm using the latest v1.20 beta, beta 17a, but I believe the ambience settings still equally apply to 119.

Quote: "I have been playing with FPSC since the update and I can not get it to be flat out Dark. my light settings are:

Ambience level=5
Ambience red=10
Ambience green=10
Ambience blue=10"


I see the problem, its ambience level=5. 5 is dark but not totally dark, 0 is. I use Ambience level=0 in my games. That little difference makes a noticeable impact in game (I checked). Hope that helps.

-----------------------------

I forgot to mention last time that I change the headset hud a little. I minimized it more. I removed the picture and the big blue rectangle and just left a number. I think it looks a lot better because now you can see more and the hud doesn't detract from the game as much.

Here's an image of what I mean, also with cool shadows and the cool weapon shader in a action:



Anyway, so I've worked on the map and introduced some simple but helpful changes. I've labelled the rooms like I do with existing maps in the game. As well as that I've added some colour to show what room you're in at the time of looking at the map. It changes depending on where you are. Here are some images to show you what I mean:





I think its shaping up to be pretty cool. Well for now that's all folks, I sense an inventory coming along soon . . .

- An Instinctive Fear IndieDB page, download demo today!
Pain
FPSC Reloaded TGC Backer
17
Years of Service
User Offline
Joined: 4th Apr 2007
Location: Lake Orion, MI - USA
Posted: 6th May 2013 05:18
Thanks Man!

I realy admire your work. You are putting hard work into this and its really paying off. Great Job. I cant wait to play the full game. I have been watching this build since its started.

PAIN!

Me = noob

and i love The TGC : )
Burger
11
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 7th May 2013 11:39 Edited at: 8th May 2013 06:47
Quote: "Thanks Man!

I realy admire your work. You are putting hard work into this and its really paying off. Great Job. I cant wait to play the full game. I have been watching this build since its started."


That\'s really great to here, its good to know people are actually following this. But, I have some even better news now, I have added a working inventory system!.,

Continuing with me improving core features for the game, I have scripted and pieced together a basic inventory system. It informs the player of what they have, and in the case of health packs, how many of it they have. It also provides a brief description for any keys the player is holding at the time they view the inventory, so it becomes a useful reference for those who can\'t remember what the purpose of their key is. The special items category refers to anything the player can take for specific purposes on different levels. It is left blank in this video because there are no special items, and there are no blank pictures for it because varying types of items can fit there.

Hopefully this inventory system + the map system will help add depth and useful reference to the game, and achieve a better experience for the player throughout the game.

Here\'s a link to the video

Or you can watch it here:




I pieced this together with a script that operates similarly to the map system, and its my single best piece of scripting yet. Amazingly, it only took me one try to have the entire thing functional, and just a couple of tweaks and fixes! I really hope this becomes a defining feature of this game, which might just set it apart from the others (something I try to avoid is falling into the FPSC trend). I have quite a few more things to do, but I\'m envisaging 5 or so more levels, another survival, more extras and then I\'m getting somewhere.

Burger

- An Instinctive Fear IndieDB page, download demo today!
Pain
FPSC Reloaded TGC Backer
17
Years of Service
User Offline
Joined: 4th Apr 2007
Location: Lake Orion, MI - USA
Posted: 7th May 2013 19:44
Sweet. That right there Burger is Awsome in a can that you just opened up and brought to the table. The crisp smell of that can opening is so awsome that.... well lets just keep it at Awsome.

Nice work. Always a good feeling when it works first time around.


PAIN!

Me = noob

and i love The TGC : )

Login to post a reply

Server time is: 2024-04-19 12:24:55
Your offset time is: 2024-04-19 12:24:55