EDIT- MODS? Any chance of a delete or modification of the posts title? Im doing the same game but the story is modified and the levels have changed. A lot has changed. Helllooooo %)
SCREENSHOTS ARE AT THE VERY BOTTOM OF THIS POST- THE FOLLOWING IS INFORMATION REGARDING THE WIP.
Hi! My first WIP here. Its called "project 101". This is a codename for the actual game since Im still learning how to use the more complicated features of FPSC. This is the DX9 version of FPSC.
Story-
Stop me if youve heard this one before: You play a lone janitor in a massive multi-mile long science facility deep in the jungle.
Naturally, an experiment has gone slightly wrong in said facility. Unknown to you, the problem is centered around your sector of the massive site. The sector is shut down and cut off from the rest. The only way to safety is to retreat to another sector of the site through a disfunctional train system far below the surface.
**Since the player is a janitor you wont have to look for loads of keycards all the time. You flip a lot of switches though.**
Media-
Far from being an excellent modeller or texture artist, I have decided not to use the stock media for the final game, or even the demo. The game is sci-fi and the stock media doesnt fit the story. So in other words you wont be fighting humans...directly. The screenshots below are for level demonstration only. The shotgun, the character and even the wall segment (if I could figure out how to make segments without using signs or the TGC editor), will be custom. Im learning how to make wall segments that actually accept doors since the wall_large doesnt. All custom muzzle flash or I like to call gun sparks, entities, explosions, even I cant wait to play it! Anyway, since my modeling isnt stellar, screenshots will be levels only or a few human characters. Of course, the HUD the menu will take on life of their own as well. Ok, moving on.
Music-
Floops for music and sound effects. Audacity for converting to OGG. With music, file size is always a concern, so I was pretty ecstatic when I discovered that FPSC could handle OGG. I even tried it and turned a 95K mp3 clip into a 53K. Think of the possibilities. From 60MB of mp3s to 40 or 36.6 MB of OGG. Except for the necessary WAV file that has to be played at the menu, the game filesize shouldnt be too large.
Im aiming at 250MB maximum or less. Hopefully less since its going to be free. Thats right you heard it here first folks!
Graphics-
Im going to be using more colors than dark gray and shadow. If youve read any of my posts, youll see that I mention the old classics that were sprite powered like Duke3d, Doom, Shadow warrior, Bio-menace etc. So im coming from a 2D perspective with the graphics. Look at the screenshots closely. The walkway above in snapshot 3 isnt using any bump effects only drawn with dark and light on one side or the other. Colors arent outstanding in this map. This is the only downside of using the lightmaps. It adds realism, but obscures the colors somewhat. So ill need to find a balance between color and light. (great, I just added a month more onto the dev process)
So far-
4 screenshots below. These 3 are from the first map I made in line with project 101. It was supposed to be the entrance to the mining area but I removed that section from the game. There are others but they have my underpowered 3d models in them and Im not ready to show them. Well maybe just one... but next time I have a major update.
Thats all for now. The next update is coming shortly. So check back and thanks for dropping in.
You all know the drill; Questions, comments, criticisms, suggestions all welcome. If you hate the game and the way it looks and if you must speak, please do so in a nice non-flammable tone.
Quote "Thankyou for your cooperation. *cut* And if you dont like it you can take your whiney sniveling snot nosed population, form a line behind me and kiss my-- were still on? Well turn it off you idiot!" --click--
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