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FPSC Classic Work In Progress / [LOCKED] [X9] Spyra

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Wolf
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Posted: 30th Mar 2013 21:55 Edited at: 7th Jan 2014 19:19

Hello and welcome to the work in progress thread of my fantasy adventure game spyra.

ATTENTION: THIS THREAD IS MISSING IMAGES DUE TO SHUTDOWN OF HOSTINGSERVICE. SORRY ABOUT THAT!

I know that my overly dramatic entrance in the "Okkult: Children of Dagon" thread promised that I will never present another project again but I must ask you to be patient with me.
The truth is that games in the "horror" genre have a way too negative vibe for me to enjoy. While playing them intrigues me, especially the adventures of the titles from "frictional games" or the shooters from "Monolith interactive, creating them on the other hand proves to be far less entertaining. Whenever I finally come to sit in my comfortable lambpeltstrung chair I just dont want to drink tea and relax while attempting to create the most disturbing athmosphere possible and get creative placing mutilated corpses in dark hallways. Especially not after a long day.
I know that independent horror games have a certain market value and can sell while fantasy games would be drowned by the triple-A competition and I must admit that selling "Children of Dagon" was on my mind from the very beginning.
Spyra however is a far more colorful and dreamy game and I enjoy making it. Even though the prologue plays entirely in a tomb... but that scenario seems to flow best with fpscreator x9.
This also means that I will probably make a sequel in Reloaded. Depending on what the gentleman at TGC will deliver.


The good old storyteller once had a rule where he only commented on projects that presented something playable and Doomster tended to describe FPSCreator as a "screenshot-engine". Since I contradict my former projectthread with this W.i.p, allow me to make it up to you with this alpha demo:
Here is the DOWNLOAD LINK
(Please find the password and read more in the code snippet.)



***Story***


A young, idealistic writer attempts various esoteric practices, including astral projection, in a journey for self discovery and as research for his novel. As he manages to leave his very body, an odd sense of displacment posessed him and he woke up in the recently deceased shell of a young warrior on another planet within another dimension. Little did he know that this energetic rift that hijacked his astral body was a reoccuring interdimensional event that transports lower astral creatures and so called "lost souls" to posess and resurrect the fallen in the otherwise utopic world of spyra. A cataclysmic event that happens every 700 years to rince the universe of useless energy such as lost souls. The symarian necromancers, guardians of the dead, mistake you for the messiah sent to end this catastrophic reoccurence once and for all. Will you find the means that grant you passage back to your own body? What secrets will the land of Symaria, the desert nation of Spyra, hold for you.
A small amateur game full of magic, adventure and a little romance.

***Features***


I try to give Spyra a dreamy, mystical feel in its pastel/aquarelle colors inspired graphics, its sounddesign and its lore.
The gameplay centers around a symbiosis of puzzle and combat, driven by the story.
There will be dialogue, a primitive inventory and a bunch of other mechanics which should be very polished for an fpsc game.
You will be able to cast magic and use alchemy.
I try to give the game a lot of variety by using almost all fpsc features I can master.
Even though I spend only half as much time making games as I used to, I somehow make more progress. The game will be far more detailed in its presentation and its lore than any of my previous releases. (Thats not that difficult, I know...but my point is still valid)


***Screenshots***




















Thanks for taking a look at my work. Comments and criticism is warmly welcome.



-Wolf

http://www.serygalacaffeine.com
"absurdity has become necessity"
Bugsy
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Posted: 30th Mar 2013 22:04 Edited at: 29th May 2013 23:21
a fun demo and a fantastic texturing style! this game's a winner!

edit- sig sig please go away

Hire Me! I model, animate, cook, clean, and texture!
sic1ne
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Posted: 30th Mar 2013 22:45
downloading it now

Corno_1
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Posted: 30th Mar 2013 23:12 Edited at: 30th Mar 2013 23:22
Played and I find it good.
I can´t resist to look into the scripts, but as far I can´t find the bug with the door. Maybe later this week.

Edit: I fixed it. Just delete "pickobject=1" This should solve it. If not I will send you my version, which works great.

If I can help you, send me a mail.

Corno_1


ASTECH
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Posted: 30th Mar 2013 23:22
Quote: "horror games became too negative to be any fun."


And there you go. I feel the same way. I feel as if when you go the route to be a strict horror game... you (as in a general sense of the word) put yourself in box. This is where us indie devs need to bracnh out into the exotic and rare finds of today's project!

I love the screenshots and I'm downloading the alpha now!

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Wolf
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Posted: 31st Mar 2013 06:02 Edited at: 31st Mar 2013 06:02
Update

I classed up the first post a little. It holds more information and is much more pleasant to read now

@Bugsy: Thank you, oh master of athletic stickfigures!

@corno1: Thank you very much! That was very kind of you and might just help me in the future. I must admit, I would have never figured out that this line was causing the problem. Also: while I can't allow you to rip my models or textures, feel free to copy whatever script of mine you might like from this alpha.

@ASTECH:
Quote: "And there you go. I feel the same way."


Glad to hear! Your games where a bit too complex and thought out to stay in the "FPSCreator Horror" Box

Quote: "I feel as if when you go the route to be a strict horror game... you (as in a general sense of the word) put yourself in box."
: Occasionally the hallway
All jokes aside: I agree with you. Horror games are easy hits though as your audience just needs a mild sense of threat and some "jumpscares". This appeals to a lot of indie developers as its easy to do and you have a very easy to reach customer base.

Quote: "This is where us indie devs need to bracnh out into the exotic and rare finds of today's project!
I love the screenshots and I'm downloading the alpha now!"


Thank you!

Please tell me what you think of it.



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
TheK
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Posted: 31st Mar 2013 20:32 Edited at: 31st Mar 2013 20:34
Hey there,

this... goes right into my heart...
Well, not really. I love creating disturbing atmosphere and I notice here once again that you seem to have a fable for the Fantasy genre.

I'm not at home right now (in fact I'm recovering from an OP I had a week or so ago) and therefore can't download the alpha demo using the mobile internet on my phone (which would take horribly long), but I'll definately try it out once I get home again.

As far as I can see in the screenshots, one can see your absolutely stunning texture art. Especially in screenshot 8, where the detail on the two heads on the left is just amazing.
Talking about screenshot 8. Just out of curiosity, did you use Thomas Luft's Ivy Generator for some of the vegetation there? There also seems to be some in screenshot 6.

What I don't really like about what I can see in the screenshots is the dominance of those crystals. Either they play an important aspect in the gameplay or story (the magic casting stuff maybe?), or they are just fillers for places that would be rather empty without them. Not that I don't like them, but right now I don't see any use for so many of them.
Another point would be the lightrays. It would probably look a little better if you'd do the work of making fitting lightrays for the holes the sun shines through. This isn't a party pooper at all, just something that in my opinion would increase the visual quality of the scenes (which already is really high for FPS Creator games).

Anyway, I wish you to be successful with the completion of this title and from what I can see it looks really, really cool! When I get the chance, I'll download the demo.

Greetings,
Jan


Canalyst developer! Skype name: thek491
Metal Devil123
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Posted: 1st Apr 2013 13:32
It won't let me download. I click the download button, it says it's starting the download and then it goes to a page which says "oops" with big letters. I'm pretty sure it's a problem on my end though.

I have said pretty much all I can about the screenshots on the Okkult thread and I don't want to be repetitive. In a nutshell, it's looking great. Love the style, love the setting. I just love it. One small thing though; the light beams from the windows look weird as they're way smaller than the holes on the walls. That's a nitpick, but I thought that I had to say something that has a point here, so I did.

I'll download it when I can.

Wolf
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Posted: 2nd Apr 2013 21:33
@TheK:
Quote: "I'm not at home right now (in fact I'm recovering from an OP I had a week or so ago) "


Like I told you in Skype: all the best!

Quote: "Just out of curiosity, did you use Thomas Luft's Ivy Generator for some of the vegetation there? "


No, these are lowpoly 3d models (no tranparency). I have the ivy from a french 3d model pack I downloaded ages ago and the plants by the little waterfall are selfmade.

That software looks really cool by the way, but I cant get it to work.

...and since so many people commented on the lightrays: I get on a fix for that this week.

Quote: "Anyway, I wish you to be successful with the completion of this title and from what I can see it looks really, really cool! "


Thanks! To yours too

@MetalDevil123:

Quote: "I have said pretty much all I can about the screenshots on the Okkult thread and I don't want to be repetitive. In a nutshell, it's looking great. Love the style, love the setting. I just love it. One small thing though; the light beams from the windows look weird as they're way smaller than the holes on the walls. That's a nitpick, but I thought that I had to say something that has a point here, so I did. "


Oh! I forgot that was in there Thank you! And I'll fix these lightrays.



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
ASTECH
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Posted: 2nd Apr 2013 21:46
I played the alpha and I liked the visual style! It was somewhat a mix between Viking and Egyptian; overall, it was a unique experience. I like the lighting and ambiance given to the seen.

My only complaint lies with the in-game text. The font was hard to read and it changed sentences way too fast. I know you want the font to match the style but I would suggest a non-cursive looking font so the player can read it easier.

Keep up the good work!

The Birds - A narrated adventure.
D0MINIK
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Posted: 3rd Apr 2013 23:54 Edited at: 3rd Apr 2013 23:56
Quote: "promised that I will never present another project again but I must ask you to be patient with me. "


yeah well... as if it had been the first time... don't know why you always gotta be so dramatic.

Anyway, I tried the demo and the graphics are stunning. Good job, man. I also loved the whole sound design, so good gob here as well.

I'd like to have you know the gameplay was pretty confusing for me. Without spoilering... I was like 'I have no idea what I'm doing' all of the time, so maybe give the player a hint on what to do. At least, that's my taste. Might also have been caused by a bug on the first run (nothing happened although my task was completed in my view in room 1). If you want to leave the player on his own by game design, then that's probably also right for this style of game, Riven (and Myst) did the same. I enjoyed those games, but didn't feel like finisihing them without a guide book. Just a matter of your decision at the end of the day

Anyway, have these...

and keep it up!

Oh, by the way... if anyone feels like commenting to keep this place alive, you'd might want to comment on this demo!

Pain
FPSC Reloaded TGC Backer
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Posted: 4th Apr 2013 23:06
played the Demo and I must say it was very very well put together.

Great job on the Media.

Fantastic Graphics.

Wonderful flow, even for a Demo.

I did not find any bugs.

Great work here as normal Wolf. Keep up the work!

PAIN!

Me = noob

and i love The TGC : )
Wolf
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Posted: 5th Apr 2013 17:51
@Astech:
Quote: "

My only complaint lies with the in-game text. The font was hard to read and it changed sentences way too fast. I know you want the font to match the style but I would suggest a non-cursive looking font so the player can read it easier."


Thanks for playing and you are absolutely right here! I'll change that font and remove the timer so you can read as long as you want. I will also remove the freeze command from that textline that appears before you enter the lower chamber. I think it kills the flow a little.

@D0MINIK:

Quote: "don't know why you always gotta be so dramatic."


Well...uhm... its okay, I'm an artist

Quote: "Anyway, I tried the demo and the graphics are stunning. "


Thank you!

Quote: "I also loved the whole sound design, so good gob here as well."


I'm no Hans Zimmer but I'm glad it had a positive impact.

Quote: "so maybe give the player a hint on what to do."


That statue in the back of the lower chamber has a little carving that semi-explains what you have to do.

Quote: " If you want to leave the player on his own by game design, then that's probably also right for this style of game"


Yeah! Screw the player! I'm just kidding. I let the player figure the game out on his own but I do try to drop hints or explain what is happening around him. I dont want to pull a "silent hill 2" where you have to use canned juice to get items out of a trashtube Everything should make sense in the Spyran Universe.

Quote: "Oh, by the way... if anyone feels like commenting to keep this place alive, you'd might want to comment on this demo! "


yeah!

@Pain:

Quote: "played the Demo and I must say it was very very well put together.

Great job on the Media.

Fantastic Graphics.

Wonderful flow, even for a Demo.

I did not find any bugs.

Great work here as normal Wolf. Keep up the work!
"


Thank you! I hope I can keep up the level of quality then

A new update coming soon! I didnt have all that much time lately.



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
Tomahawk
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Posted: 5th Apr 2013 22:08
Wow all i can say is wow! You are a very good game designer, the only thing was it was hard , and i couldn't read the text but it was very well put together! [] [] 5 out of 5 stars!

Metal Devil123
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Posted: 6th Apr 2013 12:38 Edited at: 6th Apr 2013 12:38
It was actually quite interesting. You had a lot of good ideas going on there and the design was very good. And it looks better in-game than on the screeens, just because you get to be there. Really good. Like others, my only big complaint is the small text that goes very fast. I also had to make a few attempts at the stairs going up to the lever, since at the corner stair I always fell from the gap between the stairs. Could be that it was my own stupidity though (I have a history of failing a thousand times on the easiest things).

I'm not gonna further rate this as it's just an alpha, but I'll say this much; it really captivated my interest (like the screens didn't do that ). It's like what Calvin Candie from Django Unchained said: "You already had my attention, now you have my interest." Something along those lines.

Wolf
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Posted: 8th Apr 2013 19:48
@Tomahawk: Wow! Thank you!
Quote: " the only thing was it was hard ,"

It has a varying difficulty although I will admit that future puzzles will be a lot trickyier.(trickier?)

@Metal Devil123:

Quote: "It was actually quite interesting. You had a lot of good ideas going on there and the design was very good. And it looks better in-game than on the screeens, just because you get to be there."


hey! thats great because its usually the opposite.

Quote: "Like others, my only big complaint is the small text that goes very fast."


Yeah! I'll fix that.

Quote: "It's like what Calvin Candie from Django Unchained said: "You already had my attention, now you have my interest." Something along those lines."


I try to bring you something with a little more panache next update



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
SpaceWurm
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Posted: 10th Apr 2013 21:49 Edited at: 10th Apr 2013 22:19
@Wolf, in the third screenshot with the Axe. What shader are you using on the weapon? When I apply a shader to a weapon with more than one texture then the textures appear incorrectly. Did you UV the model from scratch in order to be able to use textures on it?

Edit: This is really looking like an amazing game Wolf. With an artist like you creating assets, FPSC can produce some quality visuals!

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
RelMayer
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Posted: 11th Apr 2013 01:34
It's a rig of the JFletcher's Halberd on EAI hands

Excuse my grammar errors, I'm French.
Wolf
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Posted: 11th Apr 2013 09:21 Edited at: 11th Apr 2013 11:13
@Landman:
Quote: "@Wolf, in the third screenshot with the Axe. What shader are you using on the weapon?
"


The shader is called "weapon2.fx" and the stringdescription within the shader is "maggintosh". I got it from a guy who used to be around on the german forums so I dont know wether or not I can share it. Sorry.

Quote: "When I apply a shader to a weapon with more than one texture then the textures appear incorrectly. Did you UV the model from scratch in order to be able to use textures on it?"


You can just make a 2048*1024 sized texture and apply the handtexture on it. The UVs of the model remain intact you just have to align them. No need to redo the unwrapping.

Quote: "Edit: This is really looking like an amazing game Wolf. With an artist like you creating assets, FPSC can produce some quality visuals!"


thanks!

Quote: "It's a rig of the JFletcher's Halberd on EAI hands "


That is true but he asked about the shader



edit:

I forgot to mention that:
Quote: "dominance of those crystals. Either they play an important aspect in the gameplay or story (the magic casting stuff maybe?), or they are just fillers for places that would be rather empty without them. Not that I don't like them, but right now I don't see any use for so many of them. "


These are indeed part of the story and the lore of the world which has many of these. They are used here to keep graves and shrines lit. I just hate it whenever a videogame lights ancient forgotten graves with torches or candles...who lights them? So in the secret chambers you will find more crystals and empty fireplaces while the newer/more visited areas of the sanctuary have torches and machines that light them.

They are also a great excuse to have colorful scenes that would be entirely orange/yellowish otherwise.




-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
RelMayer
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Posted: 11th Apr 2013 14:20 Edited at: 11th Apr 2013 14:21
If i can suggest you something...
maybe you should change the name "Spyra" by something else, because "Spira" is actually the name of the world where Final Fantasy X and X-2 takes place.

Excuse my grammar errors, I'm French.
Wolf
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Posted: 11th Apr 2013 15:49
Thank you for pointing that out and I really appreciate it!
but... final fantasy X is a game series that I concider so atrocious that I dont care about anything in it. That being said: My game is neither inspired nor ripping it off, its just a coincidence I run in too late.

I have this up on indiedb already and changing it would be too much of a hassle now

http://www.serygalacaffeine.com
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Wolf
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Posted: 12th Apr 2013 17:28


Dear Community!

Here is a small update to Spyra. I have improved little and was mostly preparing puzzles for the first dungeon you crawl through. (Did I mention that rosstradamus did a fantastic job on his dungeon packs?) While coming up with a scripted puzzle in FPSC is easy...tweaking and getting it to work can be painful.

I also designed a few more models for this game. Maybe I'll open a models and media thread for this next month

This is the creature you fight in the screenshot with the waterfall (initial post). Its a neat model by erart (available in the store) that fits perfectly. However, while recoloring it and making the shadermaps I noticed that this fella has 9K Polygons which is a bit overkill.



Here is a little courtyard where you will have a conversation with another character.



Another angle. I just like the twin planets.



This is from before I even started working on the first map. It was testing the texture style where most unnecessary detail is removed whithout being washy/unsharp.

Fletchers handpainted texture style fits my game like a glove



Not much new! But thanks for checking this out anyway.

Comments are welcome as usual



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
Ross tra damus
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Posted: 14th Apr 2013 00:16
Wolf

I love what you are doing with this Project (Story included) and am enjoying seeing all the great media you have been doing lately being put to great use with the excellent layout design and construction.
Despite my 'only' PC being on its last legs in life I downloaded and played your Demo until it crashed (which was always going to happen) but 'very' much enjoyed what I saw in those few minutes I got to roam about.
Again,as the others have mentioned, I thought the on screen text was just a little too small but apart from that I was stunned to see such a level of detail in the scenes which shows that you have put a lot of thought into this Project.

I can't wait to see more.
All the very best of luck to you with this.

Ps - Thanks for the mention and I'm glad to see at least one person using some of my media in the way I had intended it for.
Metal Devil123
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Posted: 14th Apr 2013 12:06
Dang, loving the outdoor scenes! I love all the detail and the style, especially with that scene, fits like a glove. I couldn't even imagine you trying to make that overly realistic and am clad you're not. You're truly raising the bar here.

And the character looks neat. Only thing is that at first I thought she was butt naked there But that's not really your problem, it's my sick mind. Everything looks great!

SpaceWurm
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Posted: 14th Apr 2013 13:18
If only my 3rd world capped internet connection would allow me to download this demo. I'll download it at the beginning of next month.

This is looking like a true masterpiece Wolf!

Quote: "You can just make a 2048*1024 sized texture and apply the handtexture on it. The UVs of the model remain intact you just have to align them. No need to redo the unwrapping."


Excuse my inexperience here. But I won't be able to do this in blender and 3ds Max is a trillion dollars. So what program would I use to transfer the UVs from the hand to a larger texture? Would Fragmotion do it?

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
Wolf
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Posted: 17th Apr 2013 19:20 Edited at: 17th Apr 2013 19:27
@Ross tra damus:
Quote: "I love what you are doing with this Project (Story included) and am enjoying seeing all the great media you have been doing lately being put to great use with the excellent layout design and construction.
Despite my 'only' PC being on its last legs in life I downloaded and played your Demo until it crashed (which was always going to happen) but 'very' much enjoyed what I saw in those few minutes I got to roam about.
Again,as the others have mentioned, I thought the on screen text was just a little too small but apart from that I was stunned to see such a level of detail in the scenes which shows that you have put a lot of thought into this Project.
"


Thank you! It means a lot for me hearing that from you since you, unknowingly, helped define this game visually and gameplay wise. Your media is a great inspiration for my own modeling as it always have a certain high standart that keeps impressing me.
You are also one of the very few who include gameplay assets in their packs rather than only static entities.
I hope you'll take a look at the full version once its released.

@Metal Devil123
Quote: " I couldn't even imagine you trying to make that overly realistic and am clad you're not. You're truly raising the bar here."


I'm glad you like it, Metal Devil! You have always been a big supporter of my horror projects and its good to see I dont lose the people who where interested in my darker work.

I pretty much decided not to do anything pseudo realistic anymore as an artistic/stylized approach is a lot more fun! I recommend it to anyone who has an imageditting software installed

Quote: "Only thing is that at first I thought she was butt naked there"


Replacing the cloth with skin texture and have the leather gear above that would be easy! I could just... dang it! Don't give me such ideas!!

@Landman
Quote: "This is looking like a true masterpiece Wolf! "


Thank you!

Quote: "Excuse my inexperience here. But I won't be able to do this in blender and 3ds Max is a trillion dollars. So what program would I use to transfer the UVs from the hand to a larger texture? Would Fragmotion do it?"


Yes! You'd have to do the texture in some art software...paintshop/photoshop/gimp/paint.net/whatever.

Then you open fragmotion. You select the hand, you open the new texture, you delete the old textures and materials, you create a new material, you select the material and now you apply it to the entire mesh. Now you select the hand and open the UVmapper. You select the texture as background and apply it correctly. Now you do the same thing with the weapon and you are done. You export as .x (but not compressed).
You can now apply shaders.

Always great to have people with more technical interest in the game

Thats pretty much it.

edit: Oh! And Spyra is now also available on Indiedb. LINK



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
loler
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Posted: 18th Apr 2013 10:12
ah cmon in every thread i only can say the same things. This just looks pretty awesome. The lighting, the Models, the overall atmosphere is just great. I played the demo and i dont encounter any bugs or crashes. Good luck with this game, i hope we can slay through enemies and puzzle in a room lit from crystals in the future.

Greetings loler

its not a bug its a feature
Wolf
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Posted: 25th Apr 2013 00:25 Edited at: 25th Apr 2013 00:27
Thanks loler!

And now its time for a little update



This is the last build I do in version 1.20.15.
The first few levels are pretty much dungeon dwelling and what is a dungeon without is misproportioned critters? I spare you the obligatory giant rats and give you some giant spiders instead. They are still using a more "organic" texture from the Relikt game which I will be changing into something more pleasant soon.

that dagger is also a work in progress...the texture looked a bit better in the editor than it looks ingame

While I rarely work on this, it is coming together because its really a lot more fun than my previous games.

You often repair machinery but don't worry, I wont let it devolve into a cogmachinery simulator!

Yes! This level has the classic "replace the missing cogwheel" scenario. But hey! Therefore you can eat from a halucinogenic mushroom.

Some of the dynamic levelparts miss shadermaps and look slightly out of place. That should be no problem to fix though!


















I see that the next update will be more interesting. Maybe I let another alpha leak, we'll see what the next few weeks bring.



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
maxiqueen123
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Posted: 25th Apr 2013 21:44
Looks like the elder scrolls Morrowind
and thats my favorite game the first game i ever played

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Metal Devil123
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Posted: 28th Apr 2013 11:36
Looks awesome! The scenes look great, the fan in the second screen looks too modern in my eyes though. Other than that, it looks really good. And yeah, the dagger looks like it's not quite there yet, but things are coming along nicely.

Also, Chrome started giving me warnings about this page. It's about imageflock.com. Says it may be malware. :S

gcraftr
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Posted: 10th May 2013 20:09
Looks incredible so far! Keep up the great work!
Wolf
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Posted: 14th May 2013 14:52
@Maxiqueen
Quote: "Looks like the elder scrolls Morrowind
and thats my favorite game the first game i ever played "


Wow! Thats a huge compliment Thank you

I enjoyed Morrowind too. I was a lot younger and had an english version back then. The fact that I only understood half of what was going on made everything somehow more magical and the lore more ominous and beyond my grasp

Certainly a milestone at the time

@Metal Devil123:
Quote: "The scenes look great, the fan in the second screen looks too modern in my eyes though."


Well, while I set the first game in a tomb (because ...FPSCreator)
Spyra is not a medieval world as known in most fantasy games. Its actually a semi-steampunk magical scifi world.

Quote: " the dagger looks like it's not quite there yet, but things are coming along nicely"


Yeah! The blueish tones need to be removed before beta

Quote: "It's about imageflock.com. "


I don't use imageflock. I guess its because Bugsy posted here and his avatar is uploaded at imageflock. Bugsy is always the problem, you must know ..because quite frankly: he is a james bond villain.

@gcraftr:

Thanks I will:



Its been a while since the last update because Springtime! Weeee!
That and its not getting dark as quick as it used to so I'm getting in the "sit in my lambpelted throne and make games" mood a little less often.

However, I made some progress that is worth showing but you must know that the new screenshots are from a testgame and not from a built-version. So I resized the images to fit in the widescreen frame.



While you are never free to roam around in the giant deserts of Symaria (maybe in a reloaded-sequel...who knows?) you will still catch glimpses of it. Like in this cave section.



Most tribes have different burrying rituals and thus different tombs.



Did you know that you can buy that cage-lamp... you totally can, its in modelpack 72 *wink-wink*



Whenever your conventional weapons don't do the deed you can always summon the pink apocalypse.



I will admit...its overdone


So yes! Feedback, comments etc. are welcome as always.



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
maxiqueen123
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Posted: 15th May 2013 08:10 Edited at: 15th May 2013 08:11
And one again its buitifull

[offtopic in german]
Ich hab morrowind gespiel bevor ich lesen konnte,
mein Vater musste mir dann schritt für schritt das Lesen beibring damit ich die Quests auch ohne seine hilfe verstehe

Kennst du den Fur-Shader noch ? ...verzauberte Geisterwaffen ;D

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Corno_1
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Posted: 15th May 2013 10:59 Edited at: 15th May 2013 10:59
Fantastic! Great! wooooohooo! Looks better than all games I produce!(Ok this is not a huge compliment )

So far it looks really great, but be sure not to forget scripts. They also need some resources. I remember the most games I play here have for me some ahh moments, but I did not remember a single name, because they not use scripts in a way which burns in my head! (I know the game "alpha project"(not knowing from who), because this was the first game I played from fpsc). I often hope that black fox release his game that he often mention but I did not see any screenshot of it.

Ok enough offtopic

Looks good. Wait for more gameplay!

Corno_1


Metal Devil123
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Posted: 15th May 2013 23:02
Quote: "Bugsy is always the problem"

Note to self, always blame it on Bugsy.

NOW, I will say that not only do they look awesome and stylized and great and all that stuff, these shots just look exceptional. At least the first 4 ones, the last one is a pink explosion, or as you put it, the pink apocalypse (that sounds manly and feminine at the same time... weird).

The second image is in many ways my favorite. It breaks the norm of what FPSC games usually look like the most. The sets look all around beautiful, I like the desert. I don't quite know why, as it is just that, a desert. But there's just something that looks so nice. Mysterious yet calming. Beautiful but dead. Yep, that's as poetic as I get. It looks like a desert, which is good because it is a desert... I don't know what I'm talking about anymore.

All in all, it looks great.

Wolf
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Posted: 28th May 2013 16:46 Edited at: 28th May 2013 19:41
@maxiqueen:
Quote: "Kennst du den Fur-Shader noch ? ...verzauberte Geisterwaffen ;D"


Das ist eine richtig gute Idee für Zaubersprüche! Danke Mann!

@corno_1:
Quote: "Fantastic! Great! wooooohooo! Looks better than all games I produce!(Ok this is not a huge compliment )"


Woah! Thanks!! I'm downloading "alternate" now and see how much of a compliment it is

I would not be opposed to helping you out with the visual elements of your future project, corno. You can mail me about it if you need anything.

Quote: "So far it looks really great, but be sure not to forget scripts. They also need some resources."


True! This game has plenty new gameplay elements. Unlike former games of mine that where mostly about "shooting the scary thing" or having a concept too elaborate for me to realize in FPSC, this game should focus a lot on little puzzles and scripted gameplay

Quote: "I often hope that black fox release his game that he often mention but I did not see any screenshot of it."


Black- and Bluefox'es game "Ancient Tombs" has kept me interested for quite some time now simply because they keep refering to it and since Blackfox is really seasoned in FPSC's scripting usage.

I think I know that the cosmic prophet and rosstradamus support them with media but I'm not sure about it.

I guess I'm this interested in their project because its in development for so long and I don't have any idea what it will be like . However, they chose not (yet) to have a WiP thread and we gotta respect that.

Quote: "Looks good. Wait for more gameplay!"


I have the new demo on the forge. It will be the whole third chapter.

@MetalDevil123:
Quote: "Note to self, always blame it on Bugsy."


Thats the spirit!

Quote: "NOW, I will say that not only do they look awesome and stylized and great and all that stuff, these shots just look exceptional. At least the first 4 ones"


Thank you!

Quote: "The second image is in many ways my favorite. It breaks the norm of what FPSC games usually look like the most."


Thats good to hear! I hope I'll break that norm a couple more times throughout development.

Quote: " I like the desert. I don't quite know why, as it is just that, a desert. But there's just something that looks so nice. Mysterious yet calming. Beautiful but dead. Yep, that's as poetic as I get. It looks like a desert, which is good because it is a desert... I don't know what I'm talking about anymore."


Thats what I felt about that skybox I chose the setting of the symarian desert because it implies openness and wide range. It breaks the feel of my old FPSC Games that where underground or narrow corridors.



-Wolf

* * * * * * * * * * * * * * * * * * * *




* * * * * * * * * * * * * * * * * * * *


I had quite some time working on the game last sunday. While testing some of the improvments I made to combat and magic, I built one of my more recent maps to try it in. Here are some screenshots:





This is a necromancer. They are a small tribe in the Spyran World and the only universal link between all Spyran Religions/Believe Systems. They guide the dead out of their world, guard their tombs and burial sites, embalm bodys and study death/birth and reincarnation aswell as interdimensional afterlives.
However, since they regard you as an abomination, they will try to kill you.
Necromancers are chosen from birth to be hosts to alien beings that grant them their power over the dead. Nobody knows what they do outside of their dutys in their cult. The commonfolk of most Spyran tribes are suspicious of them, yet they deeply respect them and their abilities.



Thats a door. It opens.





A more polished combat spell. It has quite some punch



Books...they can be read.



These blue bottles are health potions. You can carry three of them and use whenever you need. You can create them in alchemy workshops.



WiP of one of the levels you can explore in the demo.



Remember when halways like this murdered FPSCs Framerate? We came a long way since then, haven't we?

Thanks for reading! Please leave some feedback




-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
elbow
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Posted: 28th May 2013 19:58
You truly have the touch of an artist. Well done. And then an imagination as well... Keep it up.Looking forward to seeing this progress.
michael x
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Posted: 28th May 2013 22:05
your work in this game is so awesome.I have to say this is your best yet. you are going out with a bang on this one.

more than what meets the eye

Welcome to SciFi Summer
Pain
FPSC Reloaded TGC Backer
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Posted: 28th May 2013 22:12
Can't Wait to play more of this. Great job, this just seems to get better and better as you go along!

PAIN!

Me = noob

and i love The TGC : )
Ertlov
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Posted: 29th May 2013 00:02
Just a small question: Have you rewritten the fantasy packs scripts from scratch, have you adapted the existing ones to your needs or switched them to Dark AI?

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Corno_1
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Posted: 29th May 2013 12:55
Quote: " I'm downloading "alternate" now and see how much of a compliment it is"

Ahhh, no my compliment will be destroyed!
But I would like to see a comment of you.

Quote: "I would not be opposed to helping you out with the visual elements of your future project, corno. You can mail me about it if you need anything."

Thanks, I will come to this as far I have Fpsc or FpscR. In my mind there are a lot of games


Of course you can ask/request from me anything you need

Quote: "this game should focus a lot on little puzzles and scripted gameplay"

Sounds good! Another reson for playing this game.

Quote: "I have the new demo on the forge. It will be the whole third chapter."

Yeah

Another screenshot, another WOW. Who help you? The devil?

Corno_1


007
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Posted: 29th May 2013 21:08
Wolf,

Really you are an excelent Designer. I think you are (not understimating anyone here) one of the guys who really use all the FPSC Power and make trully amazing levels.

To me be able to create a level on the same quality of yours, makes me a lot of headaches, because i resort to making the level outside fpsc (3dsmax) and i really have some "friendship problem" with FPSC Lighting system. I really never was able to get some good lights and shadows, my lighting skills suck in FPSC .

I think because the habit of using 3dsmax for visualization, i use a lot of maxscripts that will create some trully eyecandy lighting effects with Vray (vray sun, vray auto lighting) with just a few clicks.

The problem is transporting this to FPSC, is a

Again, congratulations.

007

Goldenye 007 N64
Wolf
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Posted: 2nd Jun 2013 13:16
@elbow:
Quote: "You truly have the touch of an artist. Well done. And then an imagination as well... Keep it up.Looking forward to seeing this progress. "


Thank you! Thats a fantastic compliment.
And you really need imagination to make such a nonshooter game in FPSC

@michael x:
Quote: "your work in this game is so awesome.I have to say this is your best yet. you are going out with a bang on this one."


Thank you! Yeah, its my favorite so far

@Pain: Thanks Pain!

@Ertlov:
Quote: " Have you rewritten the fantasy packs scripts from scratch, have you adapted the existing ones to your needs or switched them to Dark AI?"


I assume by fantasy pack you mean the modelpack by John Fletcher? I have done nothing to them so far. I'm not that far into development yet.

@Corno:
Quote: "Ahhh, no my compliment will be destroyed!
But I would like to see a comment of you."


Its not that bad, actually! I'll give you a little review later.

Quote: "Thanks, I will come to this as far I have Fpsc or FpscR. In my mind there are a lot of games "


Okay...well...since you are not english (I assume german?) I guess it would be a good idea to tell you that "Corno" sounds really bad in english. Its pretty close to a slang expression for anal sex.
"Alternate Corno" would flow a lot better if it would simply be "Alternate". It might be just me...but corno just sounds really corny (tehe) as a title for an illness or a game. Its cool as a nick though

Quote: "Of course you can ask/request from me anything you need "


Sure? My script ideas are always a little "out there"

Quote: "Who help you? The devil? "


No! The great Cthulhu!

@007:
Quote: "Really you are an excelent Designer. I think you are (not understimating anyone here) one of the guys who really use all the FPSC Power and make trully amazing levels."


Well, well, well! Thanks a lot, Mr.Bond.

Quote: "To me be able to create a level on the same quality of yours, makes me a lot of headaches, because i resort to making the level outside fpsc (3dsmax) and i really have some "friendship problem" with FPSC Lighting system. I really never was able to get some good lights and shadows, my lighting skills suck in FPSC"


Maybe you overthink it. Lighting in FPSC is really easy. Don't try to put too much thought in it

Also When you tell another developer that you work on something with the same quality as he is, its always cool to attach a screenshot or something Especially when you outsource leveldesign to such a degree. I'm always fascinated by new ways of making levels in fpsc.

Quote: "I think because the habit of using 3dsmax for visualization, i use a lot of maxscripts that will create some trully eyecandy lighting effects with Vray (vray sun, vray auto lighting) with just a few clicks."


Ha! Too easy! I remember having that much lighting possibilities when I was working in the unreal engine. It somehow adds a lot to the visuals but takes away from the charm.

Well, in fpsc you have: radial lights...and radial lights

Quote: "The problem is transporting this to FPSC, is a [xxx]"


Lighteffects that are this complex would probably look off compared with the rest of the level! Rolfy used some baked shadows in his past games and I would not go much further with that. Making levels in a far more advanced 3d environment is one thing, trying to import these effects in fpsc is another.
I'm certainly eager to see what you come up with! (and remember: FPSC prefers his meshes to have one texture and one texture only)

Quote: "Again, congratulations."


Muhaha, thank you, Mr.Bond!



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
Corno_1
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Posted: 9th Jun 2013 13:44
Quote: "Okay...well...since you are not english (I assume german?) I guess it would be a good idea to tell you that"
Wolf
Quote: "sounds really bad in english. Its pretty close to a slang expression for "
a womanizer.
Origin:
http://www.dict.cc/englisch-deutsch/wolf.html

I know that Corno has a lot of translations:
music: horn
brazilian: cheat my girlfriend
english: "mention above"
....
And also I get often mails about this

Quote: "Sure? My script ideas are always a little "out there""

What is the difference to the normal request I get?

http://cornofpsc.webs.com/

"The Corno_1 Way of Scripting" by Corno_1
Wolf
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Posted: 12th Jun 2013 02:12
Quote: "Wolf
Quote: "sounds really bad in english. Its pretty close to a slang expression for "
a womanizer."


How's that bad?

Quote: "What is the difference to the normal request I get?"


What is the normal request you get?

* * * * * * * * * * * * * *



* * * * * * * * * * * * * *


Oddly enough, the software does not trouble me lately. All the builds work without sudden crashes, the scripts seem to activate what I want, when I want it, and the memorycap doesn't ruin my plans either. It seems I've finally slain that beast.

The only thing that causes me trouble is level 3 where chains come out of the wall and harm you when you misstep. The traps work fine its just that I can't get that level to look good. I always have that one level that just keeps on looking like an fpscreator game. But I digress:

With fpsc not secretly plotting against me, developing this game goes quite well at a slow, relaxing pace. I do also have a full worldmap of spyra now and a few notes about its lore and how the world works... for the far future when I'm making a Skyrim sized open world game with FPSCreator Revolutions.

I'm kidding but the lore of my games has always been important for me. Thats why I dont just make pretty levels and throw puzzles in I just made up...I want it to be consistent and make sense in its own realm. This is far harder of course because its less convenient.

While few cared about it at first, the game seems to raise some interest on the webs now. I get mails and questions again and there seems to be a far better resonance than before. There even is this little article here.

So what have I done recently? Not as much as I could have...I had a lot of free time on my hands but also a lot of nice weather and I just didnt get home early enough to bring up the energy to work on this. It is calming but still work.

However, here are some shots of more recent levels. Just scenery this time



King Renrash's grave. The only symarian king ever to be despised by his people. His greed led to the death of thousands and he has been buried with his tainted riches together with his courtsmen.
Greed and a lust for posession is less present in spyra than it is on earth which is why the symarian empire decided to bury the wealth gathered by an unworthy ruler with him rather than redistribute it. It is also a plotpoint as the female lead is a tombraider.
The tomb has been sealed off to be forgotten. They respected their king enough to give him a proper burial for tradition is important to the symarian desert people but the chapter of his reign was too dark to be honored so it was sentenced to be forgotten.

Look guys! I had a few vodka earlier on so endulge my rambling here.


You'll find that out later in the game anyway. The entire level is a setpiece to set up the magic-powers anyway.




the waterfalls dont really show on the shots. They own the scene in realtime



the open grave in this room has a gameplay function. You'll find out Also: blue potions are usually health related.







this is part of a puzzle where the wrong choice will be fatal.
Instant deaths! Instant frustration! Its a bad designchoice...I only have it here because the riddle is easy that anyone who doesnt get it deserves it!





Alright guys! Keeping it fresh and alive here! The next update will have a little more meat on its bones and maybe some screenshots of that demo I keep referring to.




-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
Ross tra damus
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Posted: 12th Jun 2013 17:59 Edited at: 18th Jun 2013 23:35
Loving it more and more every time I see new screenies.
You have done a great job on creating a true Fantasy World\Story with this so far.

BTW- If I can help in any small way please feel free to e-mail me (regarding stuff used from my packs).

Metal Devil123
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Posted: 15th Jun 2013 07:49
I love it! The grave scene is my favorite. I like the contrast of the yellow and blue lights, the red detail on the statues arm is a nice touch. Although with the skeletons and all the room has a bit haunted feeling, the grave part itself is kinda calming. And I like that about this game; for once you managed to do something calming, not just something that I need to crap myself over It's a nice change of pace, a breath of fresh air if you may. And I bet you feel the same, designing this.

Quote: "It seems I've finally slain that beast."

That means you are like a Greek legend around here then. Or alternatively; Beowulf.

Quote: "With fpsc not secretly plotting against me"

Maybe it is, now it's just THAT secret that you don't even know it anymore. Sneaky FPSC...

BUT, to end this I'll say: The screens look great! The highlight this time is the grave scene. Great job on this so far and I'm (still) following this.

Disturbing 13
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Posted: 16th Jun 2013 19:36
Spectacular work!

Model pack 66-99 high quality items...cheap!!
"Who loves ya baby!"
PixelEater
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Posted: 18th Jun 2013 00:37
I really like your game creation style Wolf.


PixelEater Games
www.pixeleater.org
Wolf
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Posted: 18th Jun 2013 22:17 Edited at: 20th Jun 2013 03:15
Thanks for the feedback guys!

@rosstradamus:

Quote: "You have done a great job on creating a true Fantasy World\Story with this so far."


Thank you!! I hope I can open it up even more in reloaded.

Quote: "
BTW- If I can help in any small way please feel free to e-mail me (regarding stuff used from my packs)."


Yes actually! Its just a small thing too but I cant do it myself.
Thanks a lot for the offer! I will e-mail you in time.

Maybe put an /at/ instead of @ to your mail in the code snippet? I think bots scan the sites html source and might find it and send you spam. However, I do not really know much about how the internet works.

Quote: "It's a nice change of pace, a breath of fresh air if you may. And I bet you feel the same, designing this. "


Truely! Its like crawling out of the FPSCcave in the light of reloaded. At least I hope thats how it will be.

It is still a tomb...so it should be a little eeriee...but in a calming way. You grabbed right on to the feeling I want to convey.


Quote: "That means you are like a Greek legend around here then. Or alternatively; Beowulf."


I'm merely a man! But feel free to errect me a statue anyway.


Quote: "Maybe it is, now it's just THAT secret that you don't even know it anymore. Sneaky FPSC..."


Dont even think that!

Quote: "and I'm (still) following this."


Thank you! Glad to know

@Spectacular work!:

thank you! thats a great compliment.

@PixelEater
Quote: "I really like your game creation style Wolf."


Its a new style for me! And I'm still exploring it! Glad you like it.



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.

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