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FPSC Classic Work In Progress / Puzzle Game (unnamed) WIP

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Sapphire MP
16
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Joined: 9th Nov 2007
Location: Somewhere...over the rainbow...
Posted: 19th Jun 2009 07:17 Edited at: 19th Jun 2009 07:40
A little puzzle-solving I've begun work on. Not a whole lot done yet, but here's some info on what I have in mind:

-Makes use of FPSC's nice physicis engine (it really is pretty dang good IMO, just from messing with it)
-No weapons (so it's not really a "shooter"). This may change, though there is certainly no combat.
-I'm going for an isolation sort of theme, probably, so no other characters (or are there...?)

I haven't yet decided just where the game is going to go, though here's a quick look at a demo level I made:


http://www.hawkinsroad.com/phys/MWSnap001.bmp
Exit the elevator and enter the first chamber...


http://www.hawkinsroad.com/phys/MWSnap003.bmp
The puzzle room.


http://www.hawkinsroad.com/phys/MWSnap005.bmp
The puzzle room from other side.


http://www.hawkinsroad.com/phys/MWSnap009.bmp
Move objects and toss boxes around


http://www.hawkinsroad.com/phys/MWSnap010.bmp
Tall objects become much easier to climb like this...


http://www.hawkinsroad.com/phys/MWSnap011.bmp
Did that door just close?


http://www.hawkinsroad.com/phys/MWSnap012.bmp
Aha, a switch!


http://www.hawkinsroad.com/phys/MWSnap013.bmp
The exit!


http://www.hawkinsroad.com/phys/MWSnap014.bmp
Get in this elevator and head on up to the next puzzle...


http://www.hawkinsroad.com/phys/MWSnap015.bmp
Riding the exit elevator up...

Also, download and play this build (v0.0.1)[~30MB]:
http://www.hawkinsroad.com/phys.zip

Menus and what-not will obviously be changed, also, probably no HUD in final...

If you don't know what to do, check the first room for a clue

W- Move Forward
A- Move Left
S- Move Backward
D- Move Right
F- Use (HUD says "Enter", buts its F)
Space- Jump
C- crouch
Right Click- pick up object / release object
Left Click (while holding object) - Toss object

If you get stuck to the ground (I did during an earlier test) just press C and move a little to unstick yourself. I haven't experienced this problem in this build, but I suspect it's a bug in FPSC, so it might still be there.

Brian Conover
Visit www.freewebs.com/sapphiremp
rakker126
15
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Joined: 12th Sep 2008
Location:
Posted: 19th Jun 2009 12:37
I'll play

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
rakker126
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Joined: 12th Sep 2008
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Posted: 19th Jun 2009 12:47
It is not good

Try 1: I get locked in the lift, the door wont open

Try 2: I run out of the lift, so i didnt get locked. I created a contruction to the switch, but the switch wont work.

The lighting isnt good and i miss music.

Sorry to say, but work a bit more on it. The idea is good.

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
Sapphire MP
16
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Joined: 9th Nov 2007
Location: Somewhere...over the rainbow...
Posted: 19th Jun 2009 14:33 Edited at: 19th Jun 2009 14:44
Well, there is a reason its 0.0.1.

Yes, the locked in the lift is something of a glitch. Until I fine tune it, I've placed a switch in the lift that opens the door should it close on you

Here's build 0.0.2, fixed lift-lock, also, in build 0.0.1 "F" key activated switches, not Enter (not sure if that was your problem) however, until I get around to altering the HUD text, I'll just leave it as Enter key:

http://www.hawkinsroad.com/phys0-0-2.zip
[~60MB]

I probably won't even use this level in the final, this is really just a sandbox to test stuff out in right now.

Not sure about the lighting, any tips on how to improve it? Would be most helpful

As for music... I'm not positive I'd want to include it. Doesn't seem like it would fit the theme (at least not a straight out soundtrack...). *I added in a little custom music, just to try it out, this will most likely be taken out*

Well, try 0.0.2 out and give me some feedback

Brian Conover
Apocalyptic games
14
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Joined: 17th May 2009
Location: The back of your hand...
Posted: 19th Jun 2009 18:51
so how far have you got on Portal: still alive?
I say that because of the elevator exit is sort of like the one in portal but I must say that I'm looking forward to this [off topic!] since I play portal to much to find CAKE!
Aaagreen
16
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Joined: 4th Sep 2007
Location: City 17
Posted: 19th Jun 2009 20:10
Portal and Portal: Still Alive are 2 separate games. The second one has a few extra maps, which are free to download for the PC anyway. (Portal Flash MapPack)

And I dont see how you managed to compare the stock content square elevator with the high-tec, clean, round portal ones?

Sapphire MP
16
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Joined: 9th Nov 2007
Location: Somewhere...over the rainbow...
Posted: 19th Jun 2009 21:40 Edited at: 19th Jun 2009 22:29
Hmm, I've never played Portal: Still Alive, but I have played Portal. My elevator exit isn't supposed to be like Portal, since I think I'm going for a "dirty" look, not portal's sterile testing environment. I'm still not 100% with a direction for this, though.

I was thinking I might want to remove the end fade out later on, so as to more smoothly transition from level to level.

Build 0.0.3:

-HUD removed
-"F" key now is Use key; "Press Enter" text removed

Download

Brian Conover
Apocalyptic games
14
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Joined: 17th May 2009
Location: The back of your hand...
Posted: 19th Jun 2009 23:09
true true oh and sorry for the mix up with still alive (cant seem to find cake)
rakker126
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Posted: 19th Jun 2009 23:12
Put the ambient down, and create some lights. Also change the setup.ini to a higer quality. Good luck!

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
Sapphire MP
16
Years of Service
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Joined: 9th Nov 2007
Location: Somewhere...over the rainbow...
Posted: 20th Jun 2009 08:11
Build 0.0.4:

-Turned down ambience light levels
-added more lights
-fixed start lift problem (doors close while inside)

Download

Not sure what you mean by a "higher quality" setup.ini? But thanks for the lighting tips

Brian Conover
djmaster
User Banned
Posted: 20th Jun 2009 12:38
Increase
lightmaptexsize=256
lightmapquality=120

This settings will give you nice crisp shadows with smallest preformance losses on loading/building/testing.

A.K.A. chargerbandit
[href]http://chargedstudios.netne.net/index.htm[href]

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