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Johnski
14
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 13th Aug 2010 22:18 Edited at: 20th Aug 2010 21:02
EDIT New name: Cromosome

Developer- Syko Games
mod using: Project green

Story-


"My name is adam. i was a normal guy in a normal world.. until i was snatched. "

Hieroglyph labs: One of the most recognised labs for there inguinuity in gene modification.

1997 - Hieroglyph Labs founded by Mr. gene hunt Phd

1985 - Heiroglyph Labs test a new gene mod called: animax 935
This caused animals to clone to human DNA.

1990 - Hieroglyph Labs start to test on humans.

1995 - Hieroglyph Labs succecfully cure Motor nueron desiese.

2000- Heiroglyph Labs started to Test a new Gene mod that will cure the desease: Xeroderma pigmentosum
The Event caused the lab to be put in a state of system shutdown.

2020 - I awoke in a prison cell in heiroglyph labs

This is my story. this is crhomosome.

Screenies

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Features

1. Puzzle pased gameplay

2. Advanced AI

3. Custom audio and messages

4. Audio diarys. giving clues to next objective

5. Sxary soubd f/x to make you jump out of your seat!

Feedback please!!

Possibly the scariest FPS creator game ever

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Bugsy
15
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Joined: 24th Nov 2008
Location: another place in time
Posted: 13th Aug 2010 22:20
I can't see the screenshots.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Johnski
14
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 13th Aug 2010 22:20 Edited at: 13th Aug 2010 22:21
Screenies Fixed

To The great modelers of the TGC community!
Pirate Myke
13
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 13th Aug 2010 22:32
No more Bio Shock??

Nothing but coffee in my veins
Johnski
14
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 13th Aug 2010 22:33
Yeah. my freind is making a few last minute changes. bioshock will be released within the next few days Bioshock will be in 2 parts

To The great modelers of the TGC community!
Pirate Myke
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Location: El Dorado, Ca
Posted: 13th Aug 2010 22:34
Sweet, Glad to here that.

Nothing but coffee in my veins
Johnski
14
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 13th Aug 2010 22:36


To The great modelers of the TGC community!
Johnski
14
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 13th Aug 2010 23:09
bump

To The great modelers of the TGC community!
2 Rogues
15
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Joined: 26th Dec 2008
Location:
Posted: 13th Aug 2010 23:16
Please don't bump your own threads if you have nothing to say. People will come along and comment. I think it looks much too dark. I recommend other light colors besides blue and red. Though, your game looks quite promising. Keep up the good work!
Johnski
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Location: Norfolk, UK
Posted: 13th Aug 2010 23:20
Thank you for your comment!

To The great modelers of the TGC community!
Nbt
14
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Location: Behind you!!
Posted: 13th Aug 2010 23:43
A blue room a sign and a red room seen through a window is hard to make any comments on to be honest, sorry

Johnski
14
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Location: Norfolk, UK
Posted: 14th Aug 2010 00:51
hmm okay yeah i agree

To The great modelers of the TGC community!
Jonez Games
14
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Joined: 19th Feb 2010
Location: Finland
Posted: 14th Aug 2010 01:10
Is that the monster from Penumbra Black Plague in final screen?
Btw good looking game. Simple level desing but nice

Jonez

Johnski
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 14th Aug 2010 01:46
Thanks! jonez games!! i like your phobia fear of darkness game aswell!!

To The great modelers of the TGC community!
aceRIDA
13
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Joined: 8th Jul 2010
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Posted: 14th Aug 2010 02:18
dude.... I'm making a game called "Code Black"......


Hear My Music
Johnski
14
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 14th Aug 2010 02:23
oh are you. i am sorry i will change the name of my game immidiatly

To The great modelers of the TGC community!
aceRIDA
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Posted: 14th Aug 2010 02:31
Quote: "oh are you. i am sorry i will change the name of my game immidiatly"


Thnx a lot. I respect that.


Hear My Music
Johnski
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Location: Norfolk, UK
Posted: 14th Aug 2010 02:33
i also respect the forum and your rights

To The great modelers of the TGC community!
Gencheff
13
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 14th Aug 2010 16:00
It's chromosome not cromosome, unless you're going for something different

Johnski
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Location: Norfolk, UK
Posted: 14th Aug 2010 16:01
Ohhh yeah sorry. i will correct the spelling imidiatly

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Nbt
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Posted: 14th Aug 2010 16:20
Quote: "Ohhh yeah sorry. i will correct the spelling imidiatly"


immediately not imidiatly lol

Yay for on the fly browser spell checking ^_^

Johnski
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Location: Norfolk, UK
Posted: 14th Aug 2010 16:25
I dont have browser spell check

also it may be something to do with me typing so fast

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Metal Devil123
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Location: Suomi, Finland
Posted: 14th Aug 2010 16:30
Quote: "dude.... I'm making a game called "Code Black"......"

So... Code Red is a very common name. Code Black isn't the most original name if you think about it. I don't see why you should change the name.

The design look pretty basic. I like the 1st screen, the best, but the second one, isn't really showing much. The 3rd looks better than the second. But any of them (except the first, maby a bit), doesen't look very appealing. They look very generic, meaning, not so interesting. It's a good start, but there is alot to work on. Your lighting, for an example. The second screenie doesen't seem to have any. If it does, it looks as bland as no lighting and a very high atmosphere. And in your first screenie, the first light of the 3, doesen't look lit up. Better fix that up.


My old YouTube account got deleted. My new account is called MetalFPSC. thanks for your time!
Johnski
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Location: Norfolk, UK
Posted: 14th Aug 2010 16:39
Thank you metal devil. i have ameded the faults. and i will be posting screenies soon

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Johnski
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Location: Norfolk, UK
Posted: 14th Aug 2010 16:53
New screenies of lockdown area:





Feedback please

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Jonez Games
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Location: Finland
Posted: 14th Aug 2010 18:41
I would suggest to chance the ceiling not to be same like the floor, makes it look much better and maybe improve the level desing a bit adding some chairs to the tables and theres no lamps where the white light is coming from. Btw glad to see some one using revolver. I was thinking about maybe add revolver to my next game. Maybe that moder day one with ironsight.(But only after Phobia2) But still looking good

Jonez

Johnski
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Location: Norfolk, UK
Posted: 15th Aug 2010 16:59
Yeah i just noticed there was no chairs i will add them to the map along with more stuff

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AlanC
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Joined: 28th Sep 2006
Location: Seattle, WA
Posted: 15th Aug 2010 20:56
I like the use of lighting in the pictures. I will look forward to seeing more updates.

Johnski
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Location: Norfolk, UK
Posted: 15th Aug 2010 21:41
Thanks dude

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Johnski
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Location: Norfolk, UK
Posted: 16th Aug 2010 00:00
PDA for receiving pre-recorded messages giving clues on where to go next:

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Feedback please!!

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Nilloc
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Posted: 16th Aug 2010 00:15
very good job! keep it up

Johnski
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Location: Norfolk, UK
Posted: 16th Aug 2010 00:23
Thank you

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2 Rogues
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Posted: 16th Aug 2010 01:01
looking quite pleasing.
Johnski
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Location: Norfolk, UK
Posted: 16th Aug 2010 01:04
Thanks 2 Rouges

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Johnski
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Posted: 16th Aug 2010 02:58 Edited at: 16th Aug 2010 13:54
The demo version of Chromosome is out now! Get your copy here:

Removed

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Assault Tek Games
User Banned
Posted: 16th Aug 2010 09:23
THIS GAME LOOKS AMAZING!!!!!!!!

Matthew Torres
Nbt
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Location: Behind you!!
Posted: 16th Aug 2010 13:00
Before I start, I would not normally even bother posting a review unless I think a game has promise, but I will make an exception for you.

Loading screens felt like you just found the cloud generator scaling settings, along with the add noise filter and let yourself loose in it.

Opening scene:
The pop up could use a button to press to clear it when the player has read it, rather than a timed fade out. As not everyone reads at the same speed.
The room has to red glows in the corners, yet no light source ??

Leaving the start room:
Very bland "just got FPSC and wonder what everything does" feel. Gun pickup could really use a glow to draw the players eyes to it.
Once again glowing corners, yet still no light source. Also I know how darned nice bond1 stuff is, but using a corpse pinned to the wall by a saw blade with no apparent source of the blade never works
The room full of AI's was pointless and little more than a health eating "just got FPSC and wonder what everything does" idea

Killed the death room AI's and left gun pickup room:
Oh shock I was not expecting a bunch of zombies to come running at me as I opened that door *sarcasm mode off*
Yet another amazing spawning saw blade attack seems to have happened. The constant flickering lights are now giving me a headache and I really am having a hard time forcing myself to play on

Now brain dead, so will just conclude as a whole:
Opening doors killing rooms of enemies was last effective in Doom1 and even that had atmosphere and clever design that could at times really scare you.
I get the feeling you just wanted to get out a demo, for the sake of releasing a demo?
The best thing about the entire game was bond1's zombies, but then they always were great and no reflection on your game.

I'm sorry, but I really cannot find anything good to say and if this feels a bit harsh it is meant to be. As I think you could maybe use a little wake up call and maybe concentrate on a single game until you get it right. Quantity is not Quality my friend

If I get a slap for this review, then so be it. I just think there are times when you need to be cruel to be kind.

Anyway in the end this is just one persons personal opinion and nothing more

Johnski
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Location: Norfolk, UK
Posted: 16th Aug 2010 13:10
I understand thank you for an honest reveiw. how do i plan out a game?

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Johnski
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Location: Norfolk, UK
Posted: 16th Aug 2010 14:26
UPDATE: The demo has been removed. I am now amending the entire level.

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Nbt
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Posted: 16th Aug 2010 14:44
In your head at 1st. Get an idea/theme for your game, then think it through seeing if it is logical and where the idea will go. No use having a theme that has no logical progression.

Next write it down, as your story is the backbone of your game. Read it back and make sure it feels compelling and once again logical. Most players are intelligent and will always compare fiction to real life to a certain extent, picking holes in any plot or special effect etc.
If you right down your world, it's structure, culture etc, you won't find yourself lost for ideas whilst building on the idea and thus building your maps.

Draw your maps on paper. FPSC is grid based, so perfect for making use of graph paper to make sure your map ideas will work out the way you want them to. Bugsy is very good for planing on paper 1st, then putting it into FPSC.

At every point of game design, sit back and look at what you have done and think "what would the player do?", "what would I do in real life if presented with this scenario?" Yes games are not real life but it can drive the brain mad when things are just so illogical, unless the entire game is made to exploit that aspect of course, like a dream state etc.

Never! just get an idea and start slapping down rooms, filling it with enemies as you go. That is what we all did (well I did) when we 1st got a games making kit using it like a map maker for an existing game. This was fine in the days of making maps for Doom and Quake1 etc so we could send to our mates, but this will never make a compelling game.

Most people are curious and inquisitive. Feed on that making the player always think "hmm.. where is this going, what's through there", but in a good way hooking them to the plot/story. We have all played games that pulled us right in only to find the birds are singing outside our window with the sun rising ^_^

With map design always think while placing stuff "why is this here??" i.e. like a light in a room needs a source for that light, a sound effect needs a reason for it, debris should always reflect the surroundings (no use having brown bricks from a grey wall hole etc). Take the saw blade corpse everyone loves to pin to the walls and the bodies on hooks. Yes they are excellent models and I feel you for wanting to make use of them, just think "where did that saw blade come from??" or "why are the hooks here?" because I can tell you the player will.

Always build the suspense, atmosphere and game in general as the game progresses. Don't just give the player a gun and swamp him with rooms of enemies, topping up his ammo/arsenal between rooms.
Build it up, start simple with a little exploration, story telling. Nothing wrong with having an entire level with little to no threat, just a getting to feel it all level where you can get the player hooked, build up the story etc. A few sounds effects, low atmospheric music/sounds, maybe even a few "damn what was that! that shot past that door/hallway" type things so the player starts to get worried

Well that's my thinking on the matter anyway

Johnski
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Posted: 16th Aug 2010 14:53
Thank you!! i have put all level design on hold to plan the game

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CoffeeGrunt
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Posted: 16th Aug 2010 15:50
Think of something rally generic - ten try to drastically change an aspect of it to make it more unique...

Johnski
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Posted: 16th Aug 2010 15:56
Thank you coffeegrunt

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Soviet176
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Location: Volgograd
Posted: 16th Aug 2010 20:20
I like the custom signs you make, can you tell me how exactly you do it?

Putting fear back into sliced bread since 4th May 2010
bruce3371
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Posted: 16th Aug 2010 20:26
@Nbt, those are some excellent game design tips, I think I will be using most if not all of them from now on!

I game therefore I am.
Johnski
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Location: Norfolk, UK
Posted: 16th Aug 2010 20:35
@ soveit


Step 1: Open your image manipulation software. (I use paint.NET)

step 2: open up the texture of the sign

step 3: delete the main sign area. not the sides.

step 4: Choose a sign design to suit you.

step 5: save as .DDS in the appropriate folder




@bruce3371

I agree

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Johnski
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Location: Norfolk, UK
Posted: 16th Aug 2010 21:01
Update: Here are screenies of the new parts of level 1:

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Feedback please.

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Juzi
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Location: Finland
Posted: 16th Aug 2010 22:53
Latest post:

1st screenshot: The ceiling doesn't really fit there, I'd suggest a simple grey colored one, like metal or something. Also I'm not really sure what's the area's purpose? A warehouse maybe? In that case I'd add some warehousish things like boxes/shelves/barrels or something like that. One thing I like in the screenshot is that you've used the good 'ol Model Pack 5 guns, which is a fresh wind from the past. Kudos for that

2nd screenshot: You should definately get more blood overlays because everyone can clearly see that it's just the same overlay over and over again. You might also want to change those lamps' textures because they look like they are on, while the room is still dark.

3rd screenshot: A pair of legs and no blood anywhere to be seen? You might want to edit the table's texture to match with the legs

Overall, this needs alot work, but you are getting there

Deflate the mystery of living in the most heartless fashion I could ever imagine. No pretense of decor.
Nbt
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Posted: 17th Aug 2010 00:17
Syko mate, I really would advise taking a little break from updating your WIP and concentrate on the actual game for a bit.

I like that your trying to add more clutter and all round randomess to your rooms, but as Juzi pointed out the use of blood and decapitated bloody legs, just looks out of place.

You need to use blood overlays carefully, as they tend to look really strange with the items laying in the blood looking so clean. As Juzi also pointed out above those legs look so wrong on that nice clean mattress.

I know your eager to show off what your achieving and really enjoying FPSC, which in itself is great but you may end up losing your way and getting distracted rushing so much

Johnski
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Posted: 17th Aug 2010 01:11
@ nbt

Okay i will concetrate on my game getting everything sorted then i will come back and update the WIP

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