Those Without Flesh[/b]
FPSC x9
Developer:
gcraftr

One of the outdoor maps. I'm a much better at coding then level design!
Description:
A sci-fi survival game that centers around defeating a slowly evolving boss enemy (The Machine Overlord) while avoiding
and destroying its robotic minions, fighting off thirst/starvation and dealing with random events.
Ever since I played Friday the 13th and Jaws for the Nintendo Entertainment System I wanted to design a game similar in style. One that has the player facing a single, persistent enemy that threatens the player directly and indirectly. My project takes
inspiration from the games listed above plus ones like Slender, S.T.A.L.K.E.R. Shadow of Chernobyl, Miasmata, System Shock 2 and
X-Com.
Special Thanks To:
-The developers/editors of FPSCreator and DBPro
-The FPSC Community
-Burger
-ASTECH
-The Master D
-Wolf
-TDK_Man
-Creators of Model Packs: 67,65,64,63,61,56,54,52,51,48,46,40,39,
36,34,31,24,20,16,12,7,3,2
-Ched80: Unofficial FPSC Complete Gunspec & Flakspec Syntax Lists
Unofficial FPSC Complete Script Syntax List
-Nickydude & MadLad Designs: The Official FPSC Community Guide
-All the other game developers for giving me inspiration!
-Everyone interested in my project!
My apologies if I have missed anyone!
Features/Things I would like my game to feature once completed:
-- Non-linear Gameplay
The Overlord's base can vary in size and players can choose which types of maps the base will contain. The player can travel/backtrack between levels however these levels will have to be repeated a ton to accomplish this. But I am hoping dynamic events, random enemy spawns and the strategic layer I want
the game to have can make up for going through the same levels over and over.
-- Off-Level Enemy AI
The Machine Overlord (and certain other enemies) can move from level to level just like the player and will perform tasks while on another map. These actions can be tracking which map the player is on to hunt him/her or building facilities that can assist the machine side.
-- Tactical and Strategic Gameplay
Plenty of choices and tradeoffs to be made both in the heat of combat and in the overall strategy to defeat the Machine Overlord.
-- An Evolving Menace:
Over the course of the game, the Overlord will construct two different types of facilities that will hinder the player. Enhancement stations give instantaneous advantages to the Overlord (invulnerability, invisibility, turning off ambient lighting) until destroyed. Upgrade stations once built begin researching new abilities and minions for the robot boss. Multiple stations can be built and sometimes collaborate on one project, increasing the chances of that project being completed. However if they are destroyed in time, all research done on that project is lost!
-- Item/Weapon System:
There are 16 different items and the player can carry three at one time. As the beginning of a game, the player chooses one
of three sets of randomly picked items to start with. The other items are placed at random throughout the levels. Some items include a hunting/cooking kit (lower your hunger bar when killing wildlife), weapons, armour, combat boots (increase your speed), portable radar (track the Machine Overlord and its movements), etc. The idea behind the weapon system is to have players make tough choices on what items to bring depending on play style and the current situation. Knowing not only what items to take but where to find the items a player will need in the future will be key to survival.
-- Other Features
The Overlord can switch between different forms with the idea being that each one may change the players current strategy and overall goals.
Cylinder Form:
Powerful in ranged combat and utilizes many offensive weapons. Has decent player tracking ability and will sometimes seek out the player for a fight. Favours building upgrade over enhancement stations.
Quadruped Form:
The Overlord will take this form when it wants to take the fight to the player. Very strong, fast and can track the player all throughout the base. Players might want to abandon their current objectives for the time being and keep their distance. Carry the
combats boots in case of an encounter. Positives are this form will not build stations of any kind and rarely conducts ranged
attacks.
Floating Form:
Not as powerful as the other forms but can fly. Elusive and tries to stay away from the map the player is currently in. If engaged in combat, this form will use abilities to trick a player in addition to dealing straight damage. Has the ability to teleport to any map and tends to favour building enhancement rather then upgrade stations. This combination of teleporting and station building means this form can easily spread out stations all over the base.
Stationary Form:
This form will stay in one place and can build research and enhancement stations quickly. This is the only form that can build
Squad bots (robots that travel between maps and become stronger in groups). If a player's security level is above zero, these squads will ambush players entering a level, creating blockades.
Arachnid Form:
The Overlord must research this form. Has a good mix of offensive an defensive weaponry and creates webs that cover an entire map. This webbing hides anything in it from radar and motion scanners including research stations. These webs can be destroyed (by killing a spider bot inside the level) however the Overlord will be aware of a player inside one of these maps.
*Unfortunately my progress has backtracked a bit due to turning my FPI scripts into dark basic source code*
Things Completed:
*Hunger, Thirst, Freezing and Detection mechanics
*The Machine Overlord shifts forms when in a different level and will build units, upgrades and enhancement stations
*Upgrade stations will research any projects available
*Enhancement stations will pick an ability once built.
*The size and shape of the base is now randomized instead of always square.
*Overlord weapon bank swapping
*Flak weapon effects
*Player can backtrack through maps
*Spawning system updated
In Progress:
*Persistent enemies will move about the base, across levels, will chase the player across levels and set up blockades.
*Off-level AI for the Overlord, minions and wildlife is complete and as far as my testing goes, bug and exploit free
Still need to be done:
*Keep hoping that the bigger scripts don't slow down the frame rate too much!
*Weapons Swapping and Radar FPI scripts need to be ported to source code
*Effects of player items and the Overlord's upgrades
*Tactical AI for enemies in the same level as the player
*Level Design
*Meshes and animations for weapons and enemies
*Music
*HUDs
*Menu Screens
Things removed or no longer needed:
*423 global variables!