Translated with Google.
Title: House
Engine: FPS Creator X9
Version: fpsc_unoffcial_v1.20final_b
Genre: Survival-Horror
The setting: the modern time
Developer: Nikita aka hukuta94 aka Scripter
Date of start of development: 01.06.2014
End Date of development: unknown
Description:
A unit consisting of 4 people, was sent to the military exercises to practice tactical maneuvers. A training operation is scheduled for 23:00. By this time the weather changed dramatically, there was a heavy rain. There was zero visibility and a helicopter, which went to the planned route, might go astray. Nevertheless, it was decided to land a detachment of groups of 2 people at two different points at a distance of 2-4 kilometers. Regrouped with his detachment, you will need in the current situation to determine your location and go to a collection point for the beginning of training operations. But on the way a group of alpha faces the emergency situation and remains virtually autonomous. No this was not ready. They found the living dead, which barely managed non-combat weapon with ammunition. Under heavy rain and zero visibility Alpha finds in the woods house in which escapes the insane dead. Evacuation in the area impossible. Will the squad survive until morning? Can you bring all the fighters out of this nightmare alive?
Features:
-Sound Engine proprietary recreates unprecedented in FPSC X9 atmosphere and immersion in the gameplay!
Optimization-game locations.
Large open-world (relative to FPSC X9).
-Clever gameplay, uncharacteristic of a typical "kreatovschine."
-Smart and advanced AI enemies and allies.
-The helicopter, which can fly.
-Weather and natural effects
Sound Engine:
Sound engine was developed by me personally at the beginning of June 2012. Then this technology has just appeared and was complicated in terms of use and editing. On one character, only his scoring, Sound Engine took the slightly less than half of the resources FPSC and worked on the latest patches. Since that time, it seemed that the atmospheric 3D sound on this end. And so it happened.
Two years later, in the same month development was resumed. Rather, there was active work on optimization and adaptation Sound Engine to any version of FPSC. And so it happened. Sound Engine become applicable to a variety of events in the game. The main feature is that it can be used for "cyclical" sounds so-called "loops". Now there will be a standard "bbls" engine, which is heard from any corner of the map, regardless of the location of the player. Sound Engine makes the game a little better.
Optimization:
The main distinguishing feature of my new project "House" that I use in the game is quite large (by the standards of FPSC) open area, which is crammed with objects, and in which there are many events. The secret is simple. Abandon statics. What are the benefits? Less memory is consumed by rendering and rendering objects in the game that allows you to increase the number of objects used in the level. Just as it is in many expensive commercial projects, off a "conflict" to all these objects. Agree, why do we need to calculate the collision of rock that is in the place where the player can not enter. But what about the places where the events occur? Additionally invisible wall blocks. Unfortunately, such an approach to the creation of very heavy levels of logic entity, which may cause some malfunction browser. This method must be used wisely and "rep" level objects where the player is.
Advanced and intelligent AI:
There are no secrets. All work makes DarkAI. And in the capable hands DarkAI virtually no load FPSC! The main rule that I follow every time I write a script for the bot script should be as simple and less resource intensive. Able to prioritize where they are most needed. Why do characters always active when it is next to the player? I use the 3-4 line script DarkAI, and the rest is only a description of the character animation and motion. I added the allies' damage model. "Ie bot, the same "people" like you. He can not defend themselves if it pressed a few zombies. He is not physically able to hold up arms and fire, will shrug and take damage from bumps. But this does not mean that he is stupid and useless. In this game until you ally, you will always be sure that your partner will cover the rear.
Opportunity to get on board the helicopter:
I have to say, this idea is a recent development. Ability to create a helicopter ride to the player on board the reality. And I plan to make a level where we can ride in a helicopter. More information yet.
Weather and environmental effects:
Effects of implemented until two "3D rain" and "Waterfall". They all use the Sound Engine. As it turned out, in practice, very resource 3D rain and I had to turn down the intensity in favor of performance.
Gameplay:
In the game you will find a fascinating and sometimes disturbing gameplay. I do not create the corridor typical "kreatovschinu" apart from here and there bots with standard scripts. In each location its events occur and so throughout the level. At most, you'll have to defend the house with his buddy on the force. Not ruled out joint operations with allies. I can tell you that the house is safer than on the street.
Screenshots:





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