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FPSC Classic Work In Progress / Extinct.Dot (W.I.P)

Author
Message
theNoss
10
Years of Service
User Offline
Joined: 29th Oct 2006
Location:
Posted: 31st Oct 2006 01:46 Edited at: 23rd May 2015 07:47
It's my first time using FPS Creator and I thought I'd try to make something out of it.

It's a horror type of game, not a run and gun type.
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Here are some screenshots of how it's going so far:
1.
<a href="http://imageshack.us"><img src="http://img120.imageshack.us/img120/7901/extinctdot1mi6.jpg" border="0" alt="Image Hosted by ImageShack.us" /></a>
2.
<a href="http://imageshack.us"><img src="http://img212.imageshack.us/img212/8743/extinctdot2mm2.jpg" border="0" alt="Image Hosted by ImageShack.us" /></a>
3.
<a href="http://imageshack.us"><img src="http://img212.imageshack.us/img212/5067/extinctdot3ts4.jpg" border="0" alt="Image Hosted by ImageShack.us" /></a>
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Please reply saying what I should do/add/improve on, it'd be great.
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Percent Complete: 10%
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I'll try to update as much as I can and please reply. Thanks.
Bloodeath 6 6 6
11
Years of Service
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Joined: 5th Nov 2005
Location: Sierra vista in indonesia
Posted: 31st Oct 2006 02:42
Well, where did you get the textures from?

www.Disorder-Creations.com

Reality Forgotten
11
Years of Service
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Joined: 28th Dec 2005
Location: Del Rio, Texas
Posted: 31st Oct 2006 03:18
Ok here is a list for you.

1) work your light mapping a bit more. It's very unlikely that spost of light are going to appear on a wall in an ordered fasion without light fixtures.

2) Use filler to fill out the rooms/hallways. they look a bit to open. Not enough going on. In a horror type game you want the player to ask themselves "what's behind that box?" not "Oh, another large open room/hallway. There is see the enemy all the way at the end."

3) Since this is a classy/study type of area I would recommend using soft lights probably "yellow" this would add that erie elemant.

4) If the level is to dark people are going to expect an enemy to pop out from every shadow they see. try to mix it up a bit.

I know this is alot of information for only 3 screenshots. Look at it as some hints to help you further the quality.

I need more screenshots to justly add a like or dislike to it.

RF
flashing snall
11
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 31st Oct 2006 03:36
they look pretty good, but i agree with RE. I don't know if you have these or not, but just to make sure you do....
A horror game isn't a faced paced trigger happy mess. A horror game is refined, and the player moves along at a slow pace. This does not mean however that nothing happens. Lets say that our hero, frank is walking down the study hallway, looking for his uncle Joe. As he walks down the hallway, things should happen, such as a light flickering on for a brief moment, and then turning off again, or using the same principle, have lighting come through a window. If you have doors in the sides of the hallways, maybe every now and then have a trigger zone open one ahead of. If you add sound to this, and have the correct setting, I guaranty you it startle people. Trigger zones are very important in horror games. Not only can you open a door from a distance, but you can make light come on/off, sounds, things appear, things disappear, or showing a HUD of somkind. You should use trigger zones constantly to scare the pants off your victim. Music and lighting (i think) are the most important things in Horror games. The player will only be scared if there are lights in the distance casting shadows on his face and a eerie music in the background. The player would not be scared if theres lights all over the place and a happy jig for music.

I dont know if you know all that, but i just wanted to make sure. I have never released a game with FPSC before, but that doesn't mean I dont know how.

http://smallgroup.be/
KeithC
Senior Moderator
11
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 31st Oct 2006 03:42
Not bad so far; I'd really think about getting rid of the light fixture in the first shot, it clashes with the rest of the level.

-Keith


stormboy
12
Years of Service
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Joined: 8th May 2005
Location:
Posted: 31st Oct 2006 12:10
Hey I really like the screens and also
I like the end result of the architecture
general ambience level, realistic proportionality,
and, it reminds me a little of Max Payne.

It's chilled.
flashing snall
11
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 4th Nov 2006 03:59
looking at them again, i can defently see somthing come ing out of the dark and limping towards, crack ts head up, and scream at you. like res. eveil.

http://smallgroup.be/
Inverted
10
Years of Service
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Joined: 19th Nov 2006
Location: Oregon
Posted: 22nd Nov 2006 08:55
I like the dark and scary effect it gives!

Opposites are different, not wrong

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