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FPSC Classic Work In Progress / [X9] Urban Combat

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Bugsy
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Posted: 17th Apr 2010 12:12
Favela Died, this is it reskinned. I decided to make it into a bit more of a modern warfare- gritty urban style game. no more kill counter, no more timer, no more low health. this is just you, and a whole lot of enemies who need their heads blown off!

FPSC is famous among non-developers as a really boring game engine, most FPSC games I've played are about hunting for keys, walking around in the dark, and getting scared by a zombie. this one's different. this one's about hunting for masked assailants, running around in the streets, and scaring the living daylights out of those baddies with your high powered weaponry. I want FPSC to be seen as a fun game engine, capable of producing excellent games that are accessable to everyone. so I continued favela in the form of urban combat.

STORY LINE:

CPT.brigs: Nickelson, get in here!
you: yes sir?
CPT.brigs: the group of terrorists, commonly known as MADIB, or Masked Assailants Dressed In Blue are snooping around downtown after dark. we don't know what they're up to, but they could be plotting to blow something up. go kill a ton of them.
you: yes sir.

==========================

FEATURES

Intelligent enemies featuring DarkAI. they don't know where you are, but kill enough of them, and they'll radio more croneys in to surround you.

Hidden weapons all around. some easy, some hard to find. you never know where they might be.

Fast paced gameplay. run and gun. and then do that again when more of those freedom haters come to ruin your fun. shoot them, and then shoot them again because there's a massive army of them that will seem insurmountable to a single person.

Awesome gun sounds. put together by Armageddon Games himself. FEEL the firepower in your hands with the bright light flash, muzzle flare, and awesome sound effects.

Regenerative health. because real MEN don't let mere bullets slow them down.

Massive Battles. you will literally feel so outnumbered that you want to surrender, but then you'll remember that you've got a huge sniper in slot 5. now the odds are more tilted in your favour.

===============================

Media

No one would believe me unless they saw the pudding, because the proof is in the pudding. here are some screens to show my handiwork. also, a video!


VID: http://www.youtube.com/watch?v=tkGTWD0lCSE

http://imageflock.com/img/1271495407.jpg

http://imageflock.com/img/1271495429.jpg

Please, leave some comments! I'm out of my element with enemy laden outdoor map design that's supposed to lack detail.


TheCoolGuy
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Posted: 17th Apr 2010 12:33 Edited at: 17th Apr 2010 12:33
Looks pretty good. You should change the skybox to say a night-time image, with city buildings in the background, that would make it more believable.

Reminds me of Serious Sam... Without the monsters...
Bugsy
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Posted: 17th Apr 2010 12:40
yep. I just need a night buildings skybox.


AbdulAhad
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Posted: 17th Apr 2010 13:03
Nice! Love all your games! This looks great!

By the way, you using stock fenix mod dark ai?

Abdul Ahad
Red Eye
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Posted: 17th Apr 2010 13:07
Your lightning isnt very good. Try to make a good moon lightning. Gryinsh Witish with 10000 range.

Entity Placement is alright. But those buildings are just a flat box with a cgtexture on it.

Anyway overal design looks okay, keep it up.

Bugsy
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Posted: 17th Apr 2010 20:36
the buildings and levels are meant to lack detail. It's all for gameplay. players have a hard time focussing when there is a whole lot of detail constantly around them. no one likes clutter. for this reason, I tried to do as simple of geometry as I could. also, I kept a massive open city under 60000 polys WITH enemies included.


Conjured Entertainment
AGK Developer
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Posted: 17th Apr 2010 22:32 Edited at: 17th Apr 2010 22:36
Quote: "FPSC is famous among non-developers as a really boring game engine, most FPSC games I've played are about hunting for keys, walking around in the dark, and getting scared by a zombie."

Wow, you seem to be describing the game I'm working on, but don't blame the engine if my gameplay is boring.
It sounds as if your game will be interesting and fun, so I am looking forward to it.
I am sure you will do the engine proud and prove that the engine is not as boring as some of the developers using it.

Quote: "the buildings and levels are meant to lack detail. It's all for gameplay. players have a hard time focussing when there is a whole lot of detail constantly around them. no one likes clutter. for this reason, I tried to do as simple of geometry as I could. also, I kept a massive open city under 60000 polys WITH enemies included."

I agree that the gameplay is more important than the graphical appeal, but a bit of pizzazz is not bad.
The outdoor maps are what kills us on the details, but I prefer them to indoors so the sacrifice in graphical extras is acceptable.

Quote: "yep. I just need a night buildings skybox."

Maybe you could edit copies of the night and the city ones from stock skys to make one.
Just cut out the sky on the city map and then darken it a bit.
Then use that as a layer on top of the night box and there ya go.

As seen in the attached example image of the Left side...

   Conjured Entertainment

 WARNING: Intense Madness

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Bugsy
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Posted: 18th Apr 2010 00:38 Edited at: 18th Apr 2010 00:42
I don't know how. either I find one, or I just don't use one.


Quote: "Wow, you seem to be describing the game I'm working on, but don't blame the engine if my gameplay is boring.
It sounds as if your game will be interesting and fun, so I am looking forward to it.
I am sure you will do the engine proud and prove that the engine is not as boring as some of the developers using it.
"


well thank you, I've had FPS gaming friends of mine refer to FPSC games as "barely even 3D" when compared to games that even FPSC would easily be able to produce. it's really more about what keeps you investing your time.


Snipesoul
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Posted: 18th Apr 2010 04:45
Saw the vid and I've never seen an FPSC game as intense as that! I'm definitely looking forward to this!

It would be a nice breath of fresh air from the majority of zombie games out there...

"Dad? Dad, I'm a- Ye- Not a "crazed gunman", dad, I'm an assassin! ...Well, the difference bein' one is a job and the other's mental sickness!" - The Sniper.
Bugsy
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Posted: 18th Apr 2010 06:19
I'm glad you think so!

I've added a new feature:

"The Sniper"

no, it's not YOUR sniper, it's a stealthy sniper moving from building to building, taking out a few targets to make your job a little easier. don't expect TOO much help though. he usually just takes out the targets that you don't pay attention to. keeping the majority of the map cleared is still your job.

"Risk=Reward health system"

that's right, the more you put yourself in combat, the more health you get back. every time you kill an enemy, you get a health boost, so the more enemies you kill without getting shot, the more health you gain.


Red Eye
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Posted: 18th Apr 2010 17:30
Quote: ""Risk=Reward health system"

that's right, the more you put yourself in combat, the more health you get back. every time you kill an enemy, you get a health boost, so the more enemies you kill without getting shot, the more health you gain."


I like it, but IMORTALITY is possible there. xD

DarkFrost
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Posted: 18th Apr 2010 19:01
I like the ideas you are putting towards this game.

Little unique features that may push this game in front of the rest

[img][/img]
Bugsy
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Posted: 18th Apr 2010 22:38
Quote: "I like it, but IMORTALITY is possible there. xD"


as it is possible with regenerative health. in this, if you kill an enemy, than you get +15 health. there's a limit though, you can't go above 200 health. so the Idea is to be efficient in killing, killing an enemy without losing more than 15 health. the worst way to play this game is to let yourself get surrounded, because the enemies will not relent, and by the time you've killed one enemy, the other 6 have taken 70 or 80 health off of you. the BEST way to fight is to either isolate your enemies and try to kill them without them killing you (long range works) or if you have to fight them, make sure that you fight them from the front and don't let them get behind you. (watch out they're pretty crafty)

I also added a kill counter. when released, I plan to have a competition, winner getting 4 custom segments of their choice. take a screenie of your killcounter when you die for the third time. (the game has 3 lives. thus making one round of gameplay last at least 10-15 min. for a regular player) that's the best way to get a game with a lot of gameplay hours. lots of replay value. I may even get one of those "multi-game" things (any suggestions) and put together more than 1 level. allowing for endless replay value on a game that already lasts 30 minutes to play both maps.

any more suggestions?


Bugsy
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Posted: 18th Apr 2010 23:06 Edited at: 18th Apr 2010 23:07
Double post- the SNIPER explained

the sniper is purely luck of the draw. at random, if you start getting surrounded, the sniper will take out a target or two. making your job easier. also, the sniper will take out a target if he leaves your "zone" and stays away for too long. (75 seconds) if a target goes to the opposite end of the map, where you can't see him, and he doesn't find you in 35 seconds, the sniper will have a 50/50 chance of killing him. if ANY enemy lives longer than 75 seconds, the sniper will automatically try to kill them (80/20 chance of success)

the sniper helps YOU.


Bugsy
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Posted: 19th Apr 2010 03:21 Edited at: 19th Apr 2010 03:22
http://imageflock.com/img/1271636206.jpg

LEVEL 2

how could I NOT with cosmic prophet's new pack out? this level is slightly higher poly because of CP's high quality media, but it's also a whole lot bigger, and a good bit more detailed. start out in an alley, emerge into a massive battle city. I devided to name the levels, making a far more recognisable difference when referenced.

LEVEL 1 is now NORTH SIDE / UPTOWN
LEVEL 2 is now LOWER EAST SIDE / DOWNTOWN

expect a VIDEO by tuesday!


Bugsy
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Posted: 20th Apr 2010 12:24 Edited at: 20th Apr 2010 20:39
new vid

http://www.youtube.com/watch?v=pwsmIIe20i4

come on guys, please post.

skype = isaacpreston. I want to talk to YOU
Metal Devil123
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Posted: 20th Apr 2010 15:13
Very nice video! The gameplay looked very addicive, I want it, I WANT IT!

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.
Black Profductions
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Posted: 20th Apr 2010 17:12
What about adding ironsights? That would be great

AbdulAhad
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Posted: 20th Apr 2010 17:15 Edited at: 20th Apr 2010 17:20
I want it too!! (Loved the video)

Which Gun rigs are you using for the ak and mp5?

Abdul Ahad
Black Profductions
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Posted: 20th Apr 2010 17:46
I think he used model pack 6 rigs, with retextured hands, but i am not 100% sure

AbdulAhad
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Posted: 20th Apr 2010 17:54 Edited at: 20th Apr 2010 17:55
Black Profductions Can i add you on msn? I have a small request.

Abdul Ahad
Bugsy
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Posted: 20th Apr 2010 20:37 Edited at: 20th Apr 2010 20:47
model pack 6 hands. commando rigs, different guns. no ironsights, sorry. too much to remember. don't aim, just fire

NEXT 2 MAPS

SLUMS- the ghetto. favela inspired.
PARKING GARAGE- subject to change.

this project is now impload studios in association with Molten Byte Design. he's doing the multiplayer half, I'm doing single player and the launcher.

skype = isaacpreston. I want to talk to YOU
Gunn3r
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Posted: 20th Apr 2010 21:13 Edited at: 20th Apr 2010 21:14
I'm currently working on the first of several multiplayer maps for Urban Combat. This one takes place on the ground floor of a hotel.

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Bugsy
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Posted: 20th Apr 2010 22:21
thank you gunn3r.

he's officially on the team with this one, building 4 of the 8 maps (his are the multiplayer)

I'm currently building the launcher, if you would like a litte peek. warning VEEEEEEERRRRRRRRRRRY WIP.

skype = isaacpreston. I want to talk to YOU

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Bugsy
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Posted: 21st Apr 2010 01:25
all day I worked and got nearly done designing the "SLUMS" map. here is a picture of it!


(the outer edge)

http://imageflock.com/img/1271802329.jpg

skype = isaacpreston. I want to talk to YOU
Dahjah
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Posted: 21st Apr 2010 02:57
This looks great!

two things though-

first, try moving your light to match your skybox....it's a little strange to have the moon to your left, but the shadows coming from in front of you

second, will you be adding airmod specs for the weapons? (i.e. recoil, iron sights etc)
Bugsy
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Posted: 21st Apr 2010 03:51
they have recoil. there will be no ironsights. most games have ironsights, few just have recoil, save most F2P online FPSes.

play a round of soldier front or AVA (with an SMG) or crossfire to see what I'm going for here.

SECOND. I may do just that, but I may not. there are 2 reasons for this. reason one is because the focus of the player is not on the lighting of the levels when playing (play a round and you'll see ) and secondly, the lighting is placed to make the levels clearly visible to the player from most angles. there is 1 light per outdoor level, indoor levels will have more.

skype = isaacpreston. I want to talk to YOU
Black Profductions
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Posted: 21st Apr 2010 04:06
Quote: "Black Profductions Can i add you on msn? I have a small request."

Go ahead

Bugsy
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Posted: 21st Apr 2010 04:12
can I add you on MSN now? I lost Xfire with my new compy?

also- sooner as opposed to later, I may be needing a tester that's not from my close circle of friends. I'd love it if one of you were able to help.

skype = isaacpreston. I want to talk to YOU
Black Profductions
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Posted: 21st Apr 2010 04:16 Edited at: 21st Apr 2010 04:21
Quote: "can I add you on MSN now? I lost Xfire with my new compy?

also- sooner as opposed to later, I may be needing a tester that's not from my close circle of friends. I'd love it if one of you were able to help."

Go ahead
Now, sleeping time, see you tomorrow guys

Bugsy
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Posted: 22nd Apr 2010 04:39 Edited at: 22nd Apr 2010 07:06
youtube has frustrated me to no end, so I don't believe I'll be using their services any longer. from now on, I think I'll use vimeo, as they appear to be awesome.

http://www.vimeo.com/11124800

should go live in about 25 minnutes enjoy it. note that the MBD logo is still a WIP and was just thrown together so that my awesome logo doesn't totally upstage MBDs. in the end, his will be higher quality and longer.

skype = isaacpreston. I want to talk to YOU
Bugsy
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Posted: 23rd Apr 2010 00:15
comments guys?

skype = isaacpreston. I want to talk to YOU
DarkJames
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Posted: 23rd Apr 2010 00:20
nmice!


"Feel free in a world of madness,be the bright spot"
-Bloody James
AbdulAhad
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Posted: 23rd Apr 2010 05:30
Nice video!

Where did you get the kill count script? Can you please send it to me

Abdul Ahad
Snipesoul
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Posted: 23rd Apr 2010 06:02
Loved the vid! Still looking forward to playing it! Actually looks good without iron sights because it gives a CSS-type feel to it!

The only thing I would suggest is maybe to add a sprinting limit script, but I wouldn't really mind if it wasn't added.

Do you have a release date yet?

"Dad? Dad, I'm a- Ye- Not a "crazed gunman", dad, I'm an assassin! ...Well, the difference bein' one is a job and the other's mental sickness!" - The Sniper.
Bugsy
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Posted: 23rd Apr 2010 06:20
no release date. Gunn3r's hard at work on his half, me on the launcher and PVE level 4. I do very much wish I could have a sprint time limit but I don't know how to script it. I specialize in AI.

@abdulahad

sure, if you have fenix mod than place "showmoney.fpi" in a trigger zone, and then in the enemy destroy script, add "inccurrency=1" and it should work unless I spelled something wrong.

skype = isaacpreston. I want to talk to YOU
Metal Devil123
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Posted: 23rd Apr 2010 17:57
The video looks very fun! I like it!

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.
SekoIdiootti
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Posted: 24th Apr 2010 00:16
Yeaaaaah, coooool!
I love this really much. Makes me want to make a city game too...

Bugsy
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Posted: 24th Apr 2010 20:42
thanks. glad to hear I'm inspirational.

skype = isaacpreston. I want to talk to YOU
Bugsy
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Posted: 26th Apr 2010 07:43
http://imageflock.com/img/1272256725.jpg

Level 4's Geometry is complete finally. it took me a good while to get a REALLY massive map with fair detail all in under the polygon budget with SO much room to spare. 34000 polys plus 8 enemies @ 2000 a piece= 50000. that plus 4 different guns @ around 1000 a piece= 55000 which= 15000 polys under maximum poly budget. I may have to rework some things to be more AI friendly, but we'll cross that bridge when we come to it. until then, enjoy the magnificent desolation of the late night industrial park. until enemies are placed, it's abandoned. soon though, MADIB will enter that territory

skype = isaacpreston. I want to talk to YOU
Defy
FPSC BOTB Developer
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Posted: 26th Apr 2010 16:39
turn the heat up guys, Im waiting on this one..
All the best with the dev, looking forward to seeing what Gunn3r brings to the table.

demo released.
Bugsy
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Posted: 26th Apr 2010 17:09
oh he's done brung it

thanks for the comment defy.

skype = isaacpreston. I want to talk to YOU
Bugsy
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Posted: 27th Apr 2010 05:22
never mind. he took it away. gunn3r left this project.

when will I ever have a successful team design?

skype = isaacpreston. I want to talk to YOU
Bugsy
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Posted: 27th Apr 2010 07:15 Edited at: 27th Apr 2010 07:15
http://vimeo.com/11255562

final PVE video before I decide on whether or not to add multiplayer since gunn3r quit. enjoy it

skype = isaacpreston. I want to talk to YOU
charger bandit
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Posted: 27th Apr 2010 14:52
You don't need a team to develop a game. Noone helped me either,so I simply learned all the stuff I need,Photoshop,modelling,level design etc. and I'm making games on my own now.

Keep it up,if you finish it,it will be a fun game.


AbdulAhad
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Posted: 27th Apr 2010 17:04 Edited at: 27th Apr 2010 17:10
Thanks a bunch!

Abdul Ahad
charger bandit
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Posted: 27th Apr 2010 17:34
I watched the video and it looks pretty fun. I'm waiting to play it. I noticed the characters still move when they are on the floor.


Bugsy
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Posted: 27th Apr 2010 17:44
that was a bug. I was walking into him.

I know I don't need a team, but I find a team better than just me, so I can more easily focus my attentions on just one thing.

skype = isaacpreston. I want to talk to YOU
Zay
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Posted: 28th Apr 2010 10:02
I think this is the best map so far you did for this game!
Can't wait to play a demo.
Bugsy
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Posted: 28th Apr 2010 16:23
I was thinking about maybe just releasing the whole game. I may not even make a multiplayer.

skype = isaacpreston. I want to talk to YOU

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