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FPSC Classic Work In Progress / [X9] Dystopia W.I.P.

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CoffeeGrunt
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Posted: 26th Jul 2009 22:45 Edited at: 15th Aug 2009 22:00
After becoming addicted to Fallout 3, to the point that my 360 Red-Ringed, I pulled out my old PS2 and found the game Terminator: Dawn of Fate. Both of these games inspired me to try out a post-apocalyptic scenario, and here's the result...

The focus will hopefully be on intense combat and intricate puzzles. My old project, Izolis, was beginning to bore me a little, and after the maps were corrupted, I decided to try something new....

Here's the basic outline of a story that I have:

Quote: "In 2011, an unmanned Space Probe was sent into Deep Space using technology yielded from the Large Hadron Collider. Two years later, the signal returned, the probe had been intercepted by intelligent life, and they sent a message of peace in return. It was the dream of every scientist, and the aliens arrived soon after that, and a period of peace was experienced. However, in 2014, a member of an anti-alien group assassinated the alien's ambassador. Despite negotiations, this singular act was seen as an act of war on a species-wide scale.

The US responded with nuclear retaliation, aware that the now hostile aliens would completely eradicate their forces, they built a series of underground compounds in which to keep some of the civilian and scientific population, with the intent that they would repopulate the Earth after the alien's departed. However, the aliens hacked into the NORAD mainframe, and discovered the positions of these sanctuaries. They were all routed out, and the surface of the planet was utterly devastated by plasma bombardments. Only those who had ran into the subways and caves that were outside their reach had a chance of surviving, those who had to find a way to survive in an alien occupied planet."


Screens, here's your bedroom, in which you wake up after a dream sequence:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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CoffeeGrunt
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Posted: 26th Jul 2009 22:46 Edited at: 27th Jul 2009 16:20
Here's a small corridor space:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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CoffeeGrunt
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Posted: 26th Jul 2009 22:46 Edited at: 27th Jul 2009 16:21
A collapsed train station, home to a few of the "lucky" survivors:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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CoffeeGrunt
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Posted: 26th Jul 2009 22:47 Edited at: 27th Jul 2009 16:21
Same place, new angle:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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CoffeeGrunt
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Posted: 26th Jul 2009 22:48 Edited at: 15th Aug 2009 22:00
..and last for now, a small generator room. You need to reactivate the power supply to get through the automatic doors:

I'm trying to get a moody and desperate atmosphere here, I don't think I'm really achieving it though, what advice to people have on getting that feel?

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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SGJB
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Posted: 26th Jul 2009 23:02
Great love your screens, remembered playing Terminator dawn of fate a few years back defiantly some elements in there, keep it up.
CoffeeGrunt
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Posted: 26th Jul 2009 23:03
Thanks, it's a great game, I'd love to see Infogrames do a remake of it...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Mazz426
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Posted: 26th Jul 2009 23:12
looks good but unfortunatly Dystopia is already the name of a mod for HL2 and is therefore copyrighted, sorry but i think you should change it

some have greatness thrust upon them - W. Shakespeare
CoffeeGrunt
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Posted: 26th Jul 2009 23:19
The name was WIP to be honest, like a codename, until I got a better, more fitting one...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Coach Shogun 20
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Posted: 27th Jul 2009 00:59
@Mazz426: Mods don't tend to copyright their work since they won't make any money on it. It costs allot to copyright something, unless its under a Creative Commons license. I doubt they have copyrighted it.

@CG: Great shots. It's a bit too dark, IMO.

Roger Wilco
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Posted: 27th Jul 2009 03:31
Looks neat, CG! I can see that you've played F3, the environments remind me of the metro.

As Coach said, the shots are very dark. Perhaps just bumping the ambience up by a few numbers would help, so it's still dark but just not as pitch black. Otherwise, it looks cool.

CoffeeGrunt
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Posted: 27th Jul 2009 13:05
Sorry, it's hard to think of light sources, in a place that supposedly has no electricity. I also wanted this feel that the survivors were scared of using light, in case it gave away their position. Bumping up the ambience a tad'll hopefully work though...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
shadowfire
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Posted: 27th Jul 2009 14:28
looks good!

Coming soon: what lies beneath.
check out the official thread: http://forum.thegamecreators.com/?m=forum_view&t=153893&b=25
CoffeeGrunt
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Posted: 27th Jul 2009 16:22 Edited at: 15th Aug 2009 22:00
Thanks, I've got a new salvo of screens for you to mull over...

Here's a public toilet, for when the survivors have to do their thing:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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CoffeeGrunt
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Posted: 27th Jul 2009 16:23 Edited at: 15th Aug 2009 22:01
A forward Guard Post, at the Triteree Train Station entrance, they have to be low key, in order to stay hidden from the aliens:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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CoffeeGrunt
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Posted: 27th Jul 2009 16:24
A glimpse of the world outside, that pile of rubble used to be the Triteree town center:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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SGJB
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Posted: 27th Jul 2009 16:24 Edited at: 27th Jul 2009 16:25
Wow, they look beautiful, btw hows your framerate.
shadowfire
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Posted: 27th Jul 2009 16:25
what SGJB said, and can i ask what lightmaps you're using?

are you using shaders?

Coming soon: what lies beneath.
check out the official thread: http://forum.thegamecreators.com/?m=forum_view&t=153893&b=25
CoffeeGrunt
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Posted: 27th Jul 2009 16:26
Thanks to the awesome abilities of XRMod, which was added to Project Blue, I can add this feature. The water pumps that prevent the subway from being flooded have been clogged, your father gives you the task of fixing them, but warns you that the tunnels are pitch black, and animals may have made their way in there...

You'll have to fight past some rottweilers to get to the water pump and fix it, but you can only carry the light or use your gun, you cannot do both at the same time:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
CoffeeGrunt
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Posted: 27th Jul 2009 16:27
Here's another shot, showing the movable dynamic light, framerate is between 40 and 50 here, so it's performing nicely:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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CoffeeGrunt
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Posted: 27th Jul 2009 16:29 Edited at: 27th Jul 2009 16:30
Sorry, didn't notice your posts there...

My Setup.ini settings for those shots were:

Lightmapshadows = 0
lightmapquality = 50
lightmapsize = 256

I had to reduce it, as I had issues with the test game lightmapper freezing...

No shaders were used on static entities, other than illumination shaders for the lights...

-=EDIT=-

Oh, and frame rate is between 50 for the more enclosed areas, to 30-ish for the larger areas, like the forward guard post...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
shadowfire
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Posted: 27th Jul 2009 16:35
ah right... ok. thanks.

those screenshots look great by the way, but you might want to try doing something with the "water", it looks a bit... solid.

Coming soon: what lies beneath.
check out the official thread: http://forum.thegamecreators.com/?m=forum_view&t=153893&b=25
CoffeeGrunt
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Posted: 27th Jul 2009 16:57
I know, I changed the decal...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
CoffeeGrunt
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Posted: 12th Aug 2009 01:52 Edited at: 15th Aug 2009 22:02
Started up on level two, just bought model pack 16, and I'm planning on getting packs 15 and 31...

Here's a corridor, I was trying to create an atmosphere, dunno if I managed it:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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CoffeeGrunt
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Posted: 12th Aug 2009 02:07 Edited at: 15th Aug 2009 22:02
A little gameplay update as well, is that you will encounter the ability to replace weapons with better or different variants that can be found or gained at certain points from story points, the weapons are divided into categories, Melee, Handguns, Automatic Weapons, Shotguns, Explosives and Special weapons...

Melee are basically police truncheons, swords, etc. Handguns are one-handed weapons that are useful as a quick sidearm, Auto weapons are designed to fill the air with as many rounds as possible, while shotguns are built towards punching as hard per shot as possible...

Explosives are, explosives, blast radii and range improve with each upgrade, while special weapons have no hierarchy, they are all designed with unique pros and cons. Sniper rifles are perfect at range, but horrible at close quarters, but the Torsion generator grants the player active camouflage, but has no attack function, and the Pulse Rifle disables enemy mechanical units for a small period of time, but must recharge between each shot...

Another shot, of an area that was under renovation at the time of the attack:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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Butt monkey
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Posted: 12th Aug 2009 02:52
Looks absolutely first class. While they are all good my favourites are the earlier ones with the bedroom and the train station.

Perhaps you'd consider changing the green acid decal to a murky brown one in those tunnel shots. At the moment it doesn't quite live up to the features in your other screens.
CoffeeGrunt
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Posted: 12th Aug 2009 02:59
I have, just haven't updated that pic yet, the flooded section was too linear in my design, so I'm redoing it...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Coach Shogun 20
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Posted: 12th Aug 2009 05:58
The new shots are alright, but the older ones are better. I'm not sure what it is about the new shots I don't like, though.

djmaster
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Posted: 12th Aug 2009 09:53
These shoots look pretty good,reminds me of a game but dont know which one.I think dual wielding of like pistol with pistol,pistol with EAI flashlight ect. would be sick and would really make a use like those dogs where you go to fix the water pump.Flashlight plus a wrench or something is awesomness.

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Cheese Cake
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Posted: 12th Aug 2009 10:33
Pretty neat story! And good pictures.

Butt monkey
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Posted: 12th Aug 2009 12:37
As Izolis has been put into cold storage I suppose my offer still stands. If you need anything audio-wise I'm here if you want me.



On a side note, any chance you could hop onto MSN at some point? I think I need help with that thing after all
CoffeeGrunt
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Posted: 12th Aug 2009 13:09
I agree, I dunno what it is though. I think it might be the lack of destruction in the latest ones, the reason being, you've gone deeper into the industrial areas of the station after running from an alien insertion...

I got loads of awesome reference pics of abandoned stations and industrial mail tunnels that look eerie, Google is a beautiful thing...

@Butt Monkey

Sure! I'm on it now, actually...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
SekoIdiootti
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Posted: 12th Aug 2009 14:42
Wow, the bathroom looks SO cool! The reddish lightning makes it a "I don't want to go there" place.

My username is finnish, and it translated to english is: "CrazyIdiot" or something.
Defy
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Posted: 12th Aug 2009 15:54
Very nice CG. train station looks good.
CoffeeGrunt
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Posted: 15th Aug 2009 03:43
Thanks Deca, I've edited that one slightly now though...

Here's an edited version of the storage room, please give your opinions on it, all I've done is change the lighting to add atmosphere...I hope...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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SekoIdiootti
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Posted: 15th Aug 2009 11:30
That looks cool!


^My game, Gore Club Mission^
Coach Shogun 20
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Posted: 15th Aug 2009 19:26
That last one is now my favorite!

CoffeeGrunt
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Posted: 15th Aug 2009 21:15
Thanks, looks like I got the right atmosphere then!

Hopefully more to come soon, I'm just combing through level 1 to find those nasty little bugs and ticks...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
CoffeeGrunt
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Posted: 15th Aug 2009 21:59
*Bump*

New screen, a little piece of the updated underground area, where you have to reactivate the waterpumps to remove the groundwater, and find out what happened to Jenson, the guy sent to fix them up...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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loler
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Posted: 16th Aug 2009 21:10
looks good but the lamp stands on a wired place

its not a bug its a feature
CoffeeGrunt
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Posted: 16th Aug 2009 21:11
No, if you look carefully it's on the radiator, the wires pass in front of it...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
CoffeeGrunt
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Posted: 17th Aug 2009 03:38
New screen, the Il'Vari begin to pound the heck out of the ruined station, and shock troopers descend with pulse laser rifles:

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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Metal Devil123
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Posted: 17th Aug 2009 07:57
I agree of the lamp place. Otherwise it looks very good. Nice job!


PS: -.- ,,|,
CoffeeGrunt
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Posted: 1st Sep 2009 00:45 Edited at: 1st Sep 2009 00:47
*BUMP/Update*

I've still been working on the game, albeit on weaponry designs rather than level designs, so there's little I could show in a screen...

For that reason, I've attached a short demo to this post. It contains the basic Armoury level I tested the weaponry designs in to see if they were relatively balanced...

The weapon Hierarchies are:


The entries flanked by -= symbols are the weapons that I haven't found a good representative of. All other weapons are present in the demo, however, along with an infinite enemy spawn to test them against.

Controls:



Here's the link to the demo, if anyone has any opinions on weapon balance or similar things, don't hesitate to post! Please note, this isn't a full level, only a short test map, this isn't a representation of the final game design in any way...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
AdrianoJones Wannabe
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Posted: 1st Sep 2009 02:58
You're game is looking amazing, gives a great damaged feeling.
-Adrian

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CoffeeGrunt
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Posted: 1st Sep 2009 03:15
Thanks...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Toasty Fresh
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Posted: 1st Sep 2009 04:55
Quote: "After becoming addicted to Fallout 3, to the point that my 360 Red-Ringed"


Addicted to the 360 version? Don't get the PC version then, when your PC breaks you will truly want to kill yourself.

Looking epic, BTW. Make sure you get some sort of light beams like from Lyte:FX, and have them shine through broken holes in rooves. Makes for an excellent post-apocolyptic atmosphere.

"You are not smart! You are very un-smart!"
AdrianoJones Wannabe
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Quote: "Looking epic, BTW. Make sure you get some sort of light beams like from Lyte:FX, and have them shine through broken holes in rooves. Makes for an excellent post-apocolyptic atmosphere."


Agreed. The effects in Lyte:FX are amazing and will definitely give a nice sense of atmosphere, and will make your lights look way better (but don't use it on all light sources). The trick is, to place them correctly so it looks right.

But beautiful game you have there, would like to see more. As for the enemies, what do you have in plan? Actually shock troopers?
But excellent level design there.
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Butt monkey
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Posted: 1st Sep 2009 13:40
I like the weapon choices in the game although I feel a few changes could be made to them:

All of the pistols seem pretty fine to me.

The machine guns eat their ammo far too quickly (with about x6 the number of bullets ejecting at a time). It takes me about 1 second to empty the AK.

The MP5 felt a little overpowered. I found this to be the strongest of the machine guns.

The PKM was the most problematic. It is a big fat machine gun, yet I fired every bullet in about 2 seconds. The recoil was quite over the top aswell. Perhaps consider lowering the recoil considerably.

You should decrease the machine gun iterations and instead of making each more powerful, make them all do the same amount of damage but simply have a bigger clip and less recoil as you move up the hierarchy.

I didn't like the feel of the sniper rifle. It felt underpowered, taking about 3 shots to kill the enemy. You should make it a one hit kill weapon, but remove the crosshairs and limit the amount of ammo.
CoffeeGrunt
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Posted: 1st Sep 2009 15:05
@ Toasty and Adriano

I'd love something like that, but Lyte:FX is discontinued, and there's no good substitutes, other than that decal from the Sprite pack, but IMO it doesn't really compare...

@Butt Monkey

Ok, I'll take all that into consideration...

The idea was that a sniper headshot would be an instant kill, I was trying to find a way to dynamically change the headshot damage...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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