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FPSC Classic Work In Progress / [x9] The Raven's Nest

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alimpo83
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Posted: 14th Mar 2010 13:23 Edited at: 29th Mar 2010 23:30
Hi everyone,

I've lost my old files, all of them, when trying to compile my mindtrix entry and some of my old levels for future release. I had to erase my fpsc installation, and start from scratch.

Now I've started a new test project called "The Raven's Nest"

You play a special ops agent that has to complete missions that range from recovering documents, killing specified targets and so. The main difference is that you'll not kill everyone on sight, because there are missions that have OSP weapons (on site procurement) and even missions you'll not have any weapons available.

GAMEPLAY

The gameplay will have you disable security cameras to pass certain areas, find your way through rooftops or sewers to enter buildings... all to give a different experience in FPSC.

On many levels you'll have at least two ways of completing the level: either shoot and run or pass through your enemies without raising any alarms.

These screens are from the first mission, where you infiltrate the Izkistan Embassy to retrieve some files. It's really dark, at night, and inside the embassy are some guards, that you must pass through without rising any warnings. If you do, you'll die, for sure.

To enter the embassy space you can choose multiple paths.





All of the media will use Bond1 shaders from Metro Pack, since they look great and I was the first to buy them

Levels so far

Level I - The Embassy (Done)
Outdoor/Indoor level.

Level II - Following the Terrorist Cell (Done)
Indoor level.

Level III - Inside the Factory (Done)
Indoor level.

Level IV - In deep cold (Done)
Outdoor/Indoor level.

Level V - Deep in the rabbit hole (WIP)
Indoor level.

Level VI - At least I've got the sand (concept)
Outdoor/Indoor level.

Level VII - In Rome, be Roman (concept)
Indoor level.

Level VIII - Inside the Raven's Nest (concept)

Level IX - Meeting the Raven (concept)

AI Scripts

I'm learning a bit of FPSC scripting by looking at existing AI scripts. By now I have these ones, with 3 levels of difficulty, meaning smarter or dumber enemies:

Alimpo83's Pace with noise heard (doesn't affect other enemies)

Hunt and Pace Waypoints, If player too close or not hidden(or makes noise), shoot to kill.

This script is used when spawning an enemy on a level where you want to kill everyone using a supressed gun, meaning no other enemies will be alarmed, unless they are too near and can see it or hear a friends gun.

Alimpo83's Pace with noise heard V2

The same above, except the other enemies will be alarmed when they hear a sound or see a teammate being shot at. Cool to use when you have more than one enemy on the same scene and attack one, meaning you attack everyone

Unique game features implemented (or soon to be)

- Smarter AI than average FPSC.
- Security Cameras.
- Using suits to pass certain areas (wip,but is going well).
- Outdoor/Indoor seamless, giving it more realism.
- Multiple ways of completing the same objective (either sneak or attack on the open, facing the consequences of being found).
- Custom sounds(wip)
- Player FX (besides COD Gameplay Pack implementation for Health)
1 - Wobble when inside contaminated areas/when drugged/drunk (Done)
2 - Motion Blur (WIP)

WORKING ON:

- Creating 3d clothes/suits models for sneak level where you have to pass as an enemy through enemy territory, before killing your target.
- Level IV.

Working on "The Raven's Nest".
charger bandit
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Posted: 14th Mar 2010 14:04
Looks good,waiting to see more.


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alimpo83
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Posted: 14th Mar 2010 20:29
First Level Final screen. I'm still editing textures, but It's done.



Currently working on the MindTrix Entry:
Metal Devil123
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Posted: 14th Mar 2010 21:26
Awesome! Can't wait for this!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
alimpo83
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Posted: 15th Mar 2010 13:49
Thanks for the comments!

I'm now working on a script to make people that walk the streets or inside (or whatever) run if shots are fired.
This because I'm planning a level where you have to kill someone in the middle of a public place. I'm currently testing and can have about 15-20 people with no lag, that has to be enough, since we don't have GPU instancing in fpsc x9.

Currently working on the MindTrix Entry:
charger bandit
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Posted: 15th Mar 2010 14:09
The screen looks nice.Thats a cool idea,for example you could get a picture of a guy then you must find him and kill him


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The Master Dinasty
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Posted: 15th Mar 2010 16:07
I like how this is devolping but i think that you should add more stuff to the exterior (the outside of the level) add junk and ETC. To make it look like its actually a city.



-Massap2

We are the magnificent Masters, builders of pyramids.
alimpo83
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Posted: 15th Mar 2010 17:43
Thanks, I'll add details.

Level 2 first screen, "Finding the Terrorist Cell".
This level takes place in an abandoned building and this time you have permission to "shoot to kill", when you get deeper and deeper into the terrorist organization.
I'm trying to add variety in gameplay and focusing in multiple ways to complete the same objective. I'm going for custom sounds also.



Currently working on the MindTrix Entry:
SekoIdiootti
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Posted: 15th Mar 2010 21:26
Cool work so far, Alimpo!

Bugsy
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Posted: 16th Mar 2010 02:23
you're outdoor level design is spot on, but you're indoor level design could use some work. I suggeat looking into it. also, your outdoor lighting is just a tiny bit blue.


Metal Devil123
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Posted: 16th Mar 2010 07:45
Quote: "you're outdoor level design is spot on, but you're indoor level design could use some work."

Gotta agree with that. Your outdoor design is top notch, however.

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
alimpo83
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Posted: 16th Mar 2010 09:34
Thanks for the comments, I'll look into it. I'm still working on level 2 but have already the level 3 on my mind and where it's going to. It's gonna be a "hide and seek" level to retrieve information about something I'm not going to reveal .

Level 2 is nearly complete, with all the scripted actions working great, being enemy spawning in this level the main actions taking place.

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alimpo83
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Posted: 16th Mar 2010 11:16 Edited at: 16th Mar 2010 11:18
Newest screen, showing a bit of the interiors of level 2.



I'm carefully adding entities and such to be able to get never below 45 fps.

Currently working on the MindTrix Entry:
SekoIdiootti
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Posted: 16th Mar 2010 17:30
Quote: "I'm carefully adding entities and such to be able to get never below 45 fps."

OMFG!? 45... That's.. I've never even gotten that high fps... LOL. Not even in an empty room, LOL!!!
Btw, that screen looks really nice!

Bugsy
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Posted: 16th Mar 2010 20:47
is that project bloo-m or is it photo effects?


charger bandit
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Posted: 16th Mar 2010 21:14
Im really glad to see someone using my MP5 rig Looks great.


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DarkJames
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Posted: 16th Mar 2010 21:15
no i think its Bloom from PB V 1.7


"Feel free in a world of madness,be the bright spot"
-Bloody James
alimpo83
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Posted: 17th Mar 2010 01:43 Edited at: 17th Mar 2010 13:43
Thanks!

I'm using v1.7 of PB, with full screen shader bloom. Besides that, i'm using Bond1 shaders, as stated before.



I'm currently working on level 3 cameras and means of disabling them.

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alimpo83
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Posted: 17th Mar 2010 15:55
Level 3 first screen.



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Metal Devil123
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Posted: 17th Mar 2010 19:05
Awesome work, buddy! Keep it up, I totally want to see this get finished!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
alimpo83
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Posted: 17th Mar 2010 21:15 Edited at: 18th Mar 2010 13:02
Thanks Metal Devil123,supporting my work as always!
I'm putting much effort on the gameplay and AI for this.

On level 3, you can choose your gameplay. Either advance and kill, or advance with stealth. It's a completely different way to get to the same objective.


BTW MetalDevil123 would you like to make a hud for my game? I'd love that!

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alimpo83
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Posted: 18th Mar 2010 15:36
Another level 3 screen.

Agent, just do what you do best : sneak.

Not wanting to reveal much on the level itself, but really, facing many enemies alone is not the best option! This level is turning out to be a lesson to myself

It's still WIP concerning lights of course.




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Metal Devil123
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Posted: 18th Mar 2010 19:28
Quote: "BTW MetalDevil123 would you like to make a hud for my game? I'd love that!"

No problem! What kinda hud would you want?

And your work looks very nice! Keep it up!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
alimpo83
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Posted: 18th Mar 2010 21:04 Edited at: 18th Mar 2010 21:06
Thanks MetalDevil123!

I'd like something like this, very minimal, semi-transparent.
In the line of Crysis and/or Fear. With life bar, weapon ammo and not much else.




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alimpo83
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Posted: 20th Mar 2010 19:18
Final Screen level 3, which includes my AI script, where the enemies only shoot if they see the player, if he gets too near (when they are not facing him) or if they hear shots fired.



I'll post a video showing it in action soon!It's possible to make cool stealth games in FPSC with intelligent triggerzones, and scripting.



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alimpo83
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Posted: 20th Mar 2010 21:50 Edited at: 21st Mar 2010 18:07
Video showing one of the AI scripts, I think the result is not bad for FPSC standards.

http://www.youtube.com/watch?v=mBqBdOgvRUs

EDIT:

Requesting Beta Testers for Level 3 and the new AI.

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Metal Devil123
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Posted: 21st Mar 2010 21:14
I can do that, but I don't know how to do bars, so I'd have to do it with nubers. And I actually got F.E.A.R-ish huds made, if you are interested

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Hador
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Posted: 21st Mar 2010 21:19
I will beta test. also, are you releasing the script at all?


[link]devboxportal.co.cc[/link]
alimpo83
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Posted: 21st Mar 2010 22:02
Thanks MetalDevil123, send me what you have already in Fear Like huds.

Send it here


Hador, I don't know If I'll release the scripts, and for sure not before the game is released.
BTW, the one shown in the video is the first version, the newer is much better! Check first post for info.

Working on "The Raven's Nest".
Hador
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Posted: 21st Mar 2010 22:21
k, I understand about the script. Also, when will you have the beta testing?


[link]devboxportal.co.cc[/link]
alimpo83
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Posted: 22nd Mar 2010 10:41 Edited at: 22nd Mar 2010 13:02
I'll have the beta level prepared soon. It's done, only missing the custom sounds.

Thanks for the interest.

In the meantime, I'm working on the first steps of level 4 - In deep cold. It's mainly an outdoor level.

Working on "The Raven's Nest".
Hador
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Posted: 22nd Mar 2010 13:10
cool. The game looks great. can't wait for the beta demo. If it wont run, I should have my new parts in two weeks and I can test after that.


[link]devboxportal.co.cc[/link]
alimpo83
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Posted: 23rd Mar 2010 11:20 Edited at: 23rd Mar 2010 11:22
Thanks Hador.

Here I show the enemy type I'm using, that I took from FPSCX10.
It's a great model by Jon Fletcher.

In game, featuring Bond1 shaders on segments.

For the Huds, I'm using a mix between COD Gameplay Pack and a Hud from MetalDevil123. Will show it soon.





Working on "The Raven's Nest".
Butt monkey
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Posted: 23rd Mar 2010 13:05
Looking very nice. However, I suggest you change the default player sounds - they really spoil the mood. xd
Hador
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Posted: 23rd Mar 2010 14:27
yeah, that is a good idea. The hurt sounds really bother me. I think that you should have sounds like you are really being hurt. The leap sound could be changed to rustling clothes, or a little wind, or nothing at all.


[link]devboxportal.co.cc[/link]
alimpo83
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Posted: 23rd Mar 2010 14:30 Edited at: 23rd Mar 2010 14:42
Yes, I'm going to change the default sounds. I find them awful too.

I'm going to add variety to the enemies too, of course!

Working on "The Raven's Nest".
alimpo83
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Posted: 24th Mar 2010 23:41 Edited at: 24th Mar 2010 23:42
First (very) WIP screen of level IV. It's still rough, but I'm adding details. It's a twist of setting, as this game will have many.

Detail spoiler: the agent is in a cold environment, so he now wears gloves!



Working on "The Raven's Nest".
Le Shorte
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Posted: 25th Mar 2010 00:15
I'll definitely Beta Test this. I've been watching this silently like a til this VERY MOMENT!!! Muhahaha...but really, throw me an email when you've got the Beta ready...
leshorte@hotmail.com

"Why does everyone quote ButterFingers for their sig?"-Inspire
Bugsy
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Posted: 25th Mar 2010 01:14
now THAT'S outdoor level design. I must say, you are an amazing exterior level designer.


alimpo83
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Posted: 25th Mar 2010 01:35
Thanks le shorte and Bugsy for the support.

And I always loved to make outdoor levels!



Working on "The Raven's Nest".
DarkJames
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Posted: 25th Mar 2010 01:52
really nice atmosphere coming here!


"Feel free in a world of madness,be the bright spot"
-Bloody James
Bugsy
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Posted: 25th Mar 2010 02:01
how do you get such big maps to build? if I build anything that takes a player more than 2 minutes to complete it gives me an error or comes out wrong XD


alimpo83
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Posted: 25th Mar 2010 10:41 Edited at: 25th Mar 2010 10:42
Thanks for the comments BloodyJames

and lol Bugsy

I limit the number of dynamic entities and choose the models wisely. I had cases in the past that the level was huge, then in the compile process it gave errors concerning specific models, and I had to remove them, change, well, a pain.

I load enemies on the fly, using trigger zones and that reduces compiling time, and don't affect FPS within the level.

Hope this helps!

Working on "The Raven's Nest".
Hador
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Posted: 25th Mar 2010 12:53
nice work so far. keep it up.


[link]devboxportal.co.cc[/link]
Metal Devil123
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Posted: 25th Mar 2010 20:04 Edited at: 25th Mar 2010 20:05
Quote: "And I always loved to make outdoor levels!"

I can see that from your screens, that you really enjoy doing that They look awesome!

Always when I make outdoor levels, they go all laggy, but that's propably becouse I go over the top with zombie apocalypse pack! LOL!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Le Shorte
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Posted: 26th Mar 2010 23:21
http://forum.thegamecreators.com/?m=forum_view&t=163630&b=24

A nice glass case by Henry Ham. I could see some uses for it in your game, such as snatch n' grab.

http://forum.thegamecreators.com/?m=forum_view&t=166194&b=25
RADS, X10 Game. Still in Development as of 3/25/10
alimpo83
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Posted: 26th Mar 2010 23:33
Yes, I'm using it! I just posted a comment on the thread saying that, maybe we wrote it at the same time

Thanks for the tip le shorte, will use this model in the later levels.

Working on "The Raven's Nest".
alimpo83
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Posted: 26th Mar 2010 23:47
Deeper in level 4





Working on "The Raven's Nest".
DarkJames
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Posted: 27th Mar 2010 00:06
wow... really nice!


"Feel free in a world of madness,be the bright spot"
-Bloody James
Butt monkey
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Posted: 27th Mar 2010 01:18
That just looks spot on. Do you have a gentle falling snow effect? I'm sure there was a weather system somewhere on the forum. But regardless, that looks fabulous!

I'd love to beta test it if there is a space for me.

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