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FPSC Classic Work In Progress / Pod 9 (finished)

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Matt Rock
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Joined: 5th Mar 2005
Location: Binghamton NY USA
Posted: 16th Feb 2007 21:52 Edited at: 17th Feb 2007 22:01
You've just landed your dream job... you're an engineer on the Belerephon, an intergalactic exploration ship, which was just issued orders to explore deep space. But as your ship is breaching the boundaries of that deep space, it's attacked and quickly overrun by alien pirates. Now you, a lowly engineer, must arm yourself and make your way for the escape pods to get back to earth in one piece.

Download, view screenshots, and read more about the story by clicking here. Edit: I posted some screenshots at the bottom of this thread

IMPORTANT NOTE: This game was made rediculously fast using base models (no model packs!). I manipulated some of the 2D images that came with FPSC, and we added voiceovers (most of which are pretty darn funny), but otherwise everything in Pod 9 is stock. It was rendered with full lighting and 256x256 textures and definitely isn't the highest quality stuff I'm planning on doing

I made this game while learning the basics of FPSC. It gave me an excuse to play with lighting and add original assets and whatnot, and the only reason I'm releasing it is because I've been getting a lot of e-mails lately from people wondering when Eternal Equinox and/ or Capital Punishment are going to be released (we've had nothing but delay after delay on those games, so I figured we'd put this out, even though I told myself in the beginning of the "project" that I wouldn't).

[Notes]

There's a massive glitch in this game that I'm hoping to fix in the near future. Sometimes when you load a new level, you'll take one single step forward and die instantly. It especially happens on levels 2 and 5. To avoid this from happening, always save when you start a new level. If you save and load from that point, the glitch doesn't happen.

The website is going to seem rushed, in comparison with the main MISoft Studios site anyway. I was cranking it out because Colin's (if you read the game's credits in the txt manual, you'll see his vocal contributions... a bloody voiceacting genius!) grandfather is planning on downloading the game this afternoon to see what we've been up to. Throughout the coming week I'll be making updates and changing its aesthetic appearance, and suggestions about that are welcome as well

Please go easy on me! This is by no means a serious project, for the most part I'm just learning my way around FPSC and figuring out where I'm going to be making adjustments with DBP. The story is pretty goofy and so is the voice acting, the whole game is meant to be light-hearted and silly (and lets not forget it was made entirely with base models). Let me know if there's anything you like or dislike.

One thing I KNOW you'll hate, there aren't many health packs in the game. I tend to be a minimalist in game design, I like to make things hard on players by giving them just barely enough to survive. But I made this one a bit too hard... I actually haven't beaten this game yet, and I made it, which I know is sad . If you beat this game, e-mail me with your name, location (city, state (if applicable), country) and the date you beat it, and I'll put you on the "hall of fame" page (which is coming soon). Corny, yes, but hey, you took the time to download this game, you deserve some credit if you sit through all five levels of it












"In an interstellar burst, I'm back to save the universe"
Rilejarom
User Banned
Posted: 16th Feb 2007 21:58
Nice placing of objects. I can't play it right now but I will in future. Also is this like a 9th sequal to a game you've made or is it just the number of the pod?



Matt Rock
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Posted: 16th Feb 2007 22:14
It's the number of the pod, sorry, I should have specified that better. This game is however based on a level of a different, more serious game we've been talking about making for a while (we might make it with FPSC X10). I hope you enjoy it!


"In an interstellar burst, I'm back to save the universe"
Rilejarom
User Banned
Posted: 17th Feb 2007 01:09
Yeah, well Windows Vista isn't that "woo-who" upgrade so I prob. won't.
Or at least get rid of all my XP files



Matt Rock
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Posted: 17th Feb 2007 01:37
Yeah, I'm not particularly looking forward to Vista, I've heard nothing but bad things about it thus far. But FPSC X10 looks fantastic, so of course there's a catch-22, hehe.


"In an interstellar burst, I'm back to save the universe"
FredP
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Location: Indiana
Posted: 17th Feb 2007 03:27 Edited at: 17th Feb 2007 10:39
I hate to bring this up,Matt,but you have to post screenshots in your Showcase thread.
It's the rule.
I'm checking this out now.
I've been waiting to see what you can do.

Edit: Played the game...not bad at all.my computer crashed while I was playing it but I have a low end pc and a lot of the real good FPSC stuff won't work on it.
Sooner or later I am going to have to upgrade...
I have to say that from what I played I liked it...especially the way the characters talked to you when you approached them.
That was a nice touch.

Edit edit:Screenshot attached.

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Matt Rock
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Posted: 17th Feb 2007 21:51
Thank you! Man, if you guys like it now, I'm dying to know how it's going to be after I soup up the engine in DBP, hehe. I have big, big plans for FPSC integration into MISoft's existing asset development pipeline, and when I showed this game off to the rest of the team they looked like kids on christmas morning, hehe . I'm planning to release *at least* one commercial FPSC game by the end of this year (maybe two, it depends on how Poser models migrate to DX9. FPSC is fantastic because it allows us to make games at a rediculous pace without having to program a few hundred thousand lines of code . I must say, I'm really glad you guys turned me on to FPSC!

I have to admit, in that first level I was sort of ripping of HL, the way it tells you about the ship as you head upward for the docking bay, I always loved the intro to that game, hehe. And because I whipped this game out so fast, I didn't really get into story telling like I usually do. But either this upcoming friday or the friday after that I'm planning on buying the rest of the model packs and cramming some Poser people into FPSC to see how they work out, and if all goes well, I'm hoping we'll have our first commercial 3D game released by early May or so .

Are there any negatives that you guys have found? I'm still super-green with FPSC and the girl in the first level research lab tends to get stuck with her waypoints (that might be a fix for later, I'm not sure yet). Also, I went a little crazy with lighting, mostly because I wanted to see how it mapped levels and whatnot (I came away incredibly impressed, it has the same quality as Giles imo). Anyway, I'm going to put some screenies into photobucket and then I'll update that first post with a few of them. Thank you for the comments guys!


"In an interstellar burst, I'm back to save the universe"
AaronG
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Location: Millstone, NJ
Posted: 18th Feb 2007 00:25
BelereleWHAT? lol.

Shadow Blade
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Posted: 18th Feb 2007 15:04 Edited at: 18th Feb 2007 15:06
From the screens you have used fantastic use of stock media.

Shadow Fire Games - Master the game -
Silvester
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Location: Netherlands
Posted: 18th Feb 2007 15:13
Pod9,I have bein cloned!!!(My name is sayd as POD alot...)

Looks good,even with stock media.(Didnt expect anything else from you matt...)

-Prince Of Darkness
Matt Rock
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Posted: 18th Feb 2007 17:12 Edited at: 18th Feb 2007 17:14
Thank you so much guys! At first I was somewhat worried about using stock assets, and I almost didn't release this game because of it (and that's inevitably one of the three main reasons why it ended up being released as freeware, too). I'm glad everyone seems to like this game and I can't wait to get our next project(which the MISoft team is pragmatically referring to as "Project Sewer-Rat") shown off in the WIP boards. I'm a little worried that no one has beaten this game yet though (or at least I'm assuming no one has)... I probably should have put in a few more health packs than I did, hehe.

Belerephon, or "Belepheron." Here's a little "production hiccup," hehe: We recorded all of the voices for this game in 1.5 hours over two days, with no pre-written script for most of it (the only character in the game who had a script was the girl in the detention bay on level 4). Anyway, as you play through level one, you'll notice that the male announcer voice says "Welcome to the Belerephon, engineer." But then walk into the room just before the decontamination room, and listen to what the receptionist says. "Hey there engineer, is this your first trip on the Belepheron?" The sad part is, we didn't even notice it until after it was compiled. So in the manual, I wrote it off as "Belepheron" being a nickname used by the ship's crew because it means "hunk of junk" in space slang . But anyway, the name comes from a mythical beast that my friend Colin mentioned (who does several voices throughout the game, including my favorite, Commander Drake's voice. Bloody voice-acting god, his range of characters is awesome imo). I'm thinking about throwing together an MP3 "compilation" of our outtakes because most of them were absolutely hilarious to make, hehe. This game breaks my two cardinal rules about characters in FPS games by using both aliens and zombies, so doing the voices was definitely fun


"In an interstellar burst, I'm back to save the universe"
Zdrok
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Posted: 19th Feb 2007 00:21
Looks good. Unfortunately, I can't install your game. My computer is waaaaay too full, so, sorry, mac.

GunCell: Chrome Soldier

Arriving in 2007.
Matt Rock
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Posted: 19th Feb 2007 01:59
Eh, it's okay . But you'll want to free up some space for my next game, I'm going for awards with that one lol.


"In an interstellar burst, I'm back to save the universe"
Zdrok
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Posted: 19th Feb 2007 02:25
OK.........

What, exactly, does your game PoD 9 stand for? What does PoD stand for, I meant.

GunCell: Chrome Soldier

Arriving in 2007.
Matt Rock
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Posted: 19th Feb 2007 02:59
Escape Pod... the plot is, you're an engineer stuck on a space ship and you need to make your way for an escape pod to get off of the ship. A pretty generic plot, but this isn't really a serious game


"In an interstellar burst, I'm back to save the universe"
FredP
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Posted: 19th Feb 2007 13:17
To whom it may concern...
If you guys want to have an argument over lightmapping or whatever...especially if you want to act like juvenile deliquents...please e-mail each other.
Your little disagreement was hijacking Matt's thread so I removed it.
Everybody has their own opinion on things and everybody's opinion is important and we should trat it like this.
The flaming will not be tolerated...period.

Matt Rock
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Posted: 19th Feb 2007 19:35
Thanks Fred . What were they arguing about? I missed this stuff. Did it start with a comment about the game, or was someone just arguing for no good reason?


"In an interstellar burst, I'm back to save the universe"
FredP
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Posted: 19th Feb 2007 20:44
One of them didn't like the lightmapping of your game and the other one did (for the record I checked out your pics in the TGC gallery and a LOT of people apparantly like the lighting).
Instead of expressing their opinion of your game and letting it go they decided to get into a flame war over lightmapping.
In my opinion this game is really good for a first effort and for using stock media...it looks a whole heck of a lot better than my first game.

Silvester
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Posted: 19th Feb 2007 21:04
Sorry for that Fred,i dont know why i did that...

-Prince Of Darkness
FredP
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Posted: 19th Feb 2007 21:33
Don't worry about it.It's over now.

Matt Rock
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Posted: 19th Feb 2007 23:38
I was definitely going a bit crazy with lightmapping, using a lot of red on the first two levels, so it's understandable if a few people don't like the lightmapping. I'm pretty shocked that everyone digs this game as much as they do, it makes me want to start work on the next game right away (although I can't, I have a lot of alterations to make on the engine first , blasted programming). In a constructive way, could someone tell me the pros and cons of the lightmapping in Pod 9? I'd love to learn how I could make lightmapping in the next game better, parts of this game were a bit too dark, certain areas were overly red, and I think I still have quite a bit to learn about this engine.

I have a question for you Fred... When we do the next game, I'm going to break the engine down and re-build a lot of it in DBP, I'll bring in dozens of new fpi scripts (most of which will be given away to the community), and we'll probably use something like 60 to 80+ new models... with such drastic alterations, would I still be able to show it in the FPSC showcase, or would that game be better suited for the PA boards? Just wondering about that, I'm hoping to have that game released as early as May or June-ish


"In an interstellar burst, I'm back to save the universe"
Seerzack
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Posted: 20th Feb 2007 13:00
downloading right now. I think this would be a weary good game.

/seerzack
Seerzack
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Posted: 20th Feb 2007 13:00
PS I will be the first one thats beat this game.

/seerzack
Seth Black
FPSC Reloaded TGC Backer
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Posted: 20th Feb 2007 17:20 Edited at: 20th Feb 2007 19:09
@Seerzack,

Greetings. Good luck to you. DLed it. Played it. Got my [mod edit] handed to me on Level 5. Challenging game.

Thanks,

Seth Black

"...I'm sorry, could you repeat your question a little louder? I'm a trifle deaf in this ear."

- Willie Wonka
Matt Rock
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Posted: 20th Feb 2007 23:12
Did level 5 load properly, and start you off inside? Some people have reported that level five doesn't entirely load, and you end up falling repeatedly through the floor, whereas some people have reported they get to level five but get killed by the relentless hordes of cyborgs there... for anyone whose gotten to level 5, what were your experiences there? If there's a problem with the floor I might need to create version 1.1 of this game


"In an interstellar burst, I'm back to save the universe"
Zdrok
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Posted: 21st Feb 2007 01:48
Hey Matt, when you said "break the engine down", isn't that, like, going against the license for FPSC?

GunCell: Chrome Soldier

Arriving in 2007.
ae_ninja
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Posted: 21st Feb 2007 02:25
i'm stuck ... i'm in level 2 ... what do i do? i got the gun .. now i dunno where to go

Matt Rock
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Posted: 21st Feb 2007 03:12 Edited at: 21st Feb 2007 03:17
Quote: "Hey Matt, when you said "break the engine down", isn't that, like, going against the license for FPSC?"

Not really. TGC distributed the DBP source for the engine, so I'm going to rip it apart and implement around a dozen new features and whatnot, so it would work with the new game. As far as I know (and I might be wrong), I think it's okay to do that.

Quote: "i'm stuck ... i'm in level 2 ... what do i do? i got the gun .. now i dunno where to go"

I included a walkthrough for the first two levels on the Pod 9 Website. You know the room with the two lifts, just below the room where you got the gun? You need to unlock the lift that isn't smoking by finding the switch for it. If you'd rather figure out where that switch is, I'll leave you to it, but if you can't find it, I put its location in the code snippet below:



Edit: A word of advice -- conserve your ammunition! I gave out ammo sparingly, so if you miss quite a lot or if you aren't too good at aiming, ammo is going to be a problem. For some people it's no big deal, but for others, they run out of ammo on level 4 and can't get passed the boss there, and end up starting the game over. But if you explore each room of each level you should be fine on ammo


"In an interstellar burst, I'm back to save the universe"

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