Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Work In Progress / [X9] The Final Strike

Author
Message
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 28th Nov 2010 09:37 Edited at: 20th Feb 2011 08:00

Developer:
JaredxD

Story: A large Russian Terrorist group under the name of [undecided](<-still thinking of a good terrorist group name) have been gathering weapons and top secret information about the U.S army bases. You have been told that they have collected a nuclear weapon, and have almost gathered enough information to use it on the United States of America. They have captured 2 hostages of the American Alpha Squad, and are forcing the detonation codes out of America. If we don't comply, they will kill our team members and detonate the weapons. Your mission is to infiltrate various bases and bunkers to collect date to destroy the Nuclear weapons, and save your team mates, and kick some serious butt along the way!

Description+Info: The Final Strike is Action-Adrenaline based,
but with lots of large battle scenes and sneaky enemies.
It will also require stealth to pass un noticed through gurads at times, and other things for the player to work out.

Contact: See my profile.

Screenshots:







Video(s):
http://www.youtube.com/watch?v=NiXwmgbYQdc

http://www.youtube.com/watch?v=9PXrxkbixMg

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

http://www.youtube.com/watch?v=o4anDO3jY34

http://www.youtube.com/watch?v=BQxT3eVZjKQ

[Watch in HD!]

I would also like to put out a MASSIVE thank you to PekelaarSF For doing voice acting for this game. Thanks!!

Other Info:
I have alot more screens, but uploading them takes time with a fail net lol
I have so far completed around 3 levels, and have got ideas for a few more.
I plan on doing at least 6 levels, and intend to give the player a hard game, and will try and get to an hours gameplay at least in the full release.

PLEASE! note:
Yes, I am young(Can't say how young), Yes, I am rather new at this,
BUT! I want ANY Comments/Critiscism that you have to give, I want you to be honest, and tell me how I can improve! Please leave a comment with your true thoughts on this!
Don't just say you like it because I am young!

Thanks for reading this,

Regards, Jared.
(I hope I got all the rules right? Let me know if not!)[img]null[/img]

Leongamerz
13
Years of Service
User Offline
Joined: 14th Aug 2010
Location:
Posted: 28th Nov 2010 10:13
Wow your level design was so cool and awsome.

Have A Good Day

From
Leon

Hello.There is my pics.And nice to meet all modeller,designer and many more
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 28th Nov 2010 10:19
Thanks Leon
Did you like the video?

You have a good day as well!!

Boom.
Omegamer
15
Years of Service
User Offline
Joined: 25th Feb 2009
Location: There
Posted: 28th Nov 2010 12:52
Good screens.

Play to life,Life to play!!!
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 28th Nov 2010 21:16
Thanks Omegamer, I will try and upload some more tonight

Boom.
Nigezu
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 28th Nov 2010 22:05
Nice. Screenies have a good war torn feel to them.
anayar
14
Years of Service
User Offline
Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 28th Nov 2010 22:28
I like it Jared... Long time since I've spoken to you on here, I think last was when we were working on that Segment pack. Anyways, good to hear from you, and the screens look pretty good. Keep em coming

P.S: I like the silenced pistol

Cheers,
Anayar


For KeithC
D0MINIK
15
Years of Service
User Offline
Joined: 18th Mar 2009
Location:
Posted: 28th Nov 2010 22:47 Edited at: 28th Nov 2010 22:52
Illumination map shaders are your friends

Looking good, though.

JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 29th Nov 2010 06:25
@ Nigezu: Thanks, its the kind of look im going for, glad I achieved it

@anayar: Im always here, just rarely post lol. Yeah it has been a while, and im glad you like the screens

The silenced M9 SE(Avaialbe in EAI's TGCS) is used in level 3 + 4 to provide the palyer with stealth, rather than a large shotgun

@Dominik: Im not sure how to add illumination maps, but I would be glad to learn how!
Thanks for the c&c !

Boom.
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 29th Nov 2010 10:18 Edited at: 29th Nov 2010 10:28
Sorry for double post, but here is a sweet new video, showcasing levels 1 & 4: http://www.youtube.com/watch?v=9PXrxkbixMg
And some new screens! Woop!





Dont be shy with the C&C!

Boom.
Nigezu
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 29th Nov 2010 11:15
Looks good. I like the athmosphere. And it seems you've got illuminationmaps on some of the lights now, nice.

To add illuminationmap shader on stock lights, right click the entity and you get to entity properties. Scroll down to 'Optional Visuals\Effect'. Select 'effectbank\illuminationent\illuminationent.fx. Stock lights have both needed textures (_D2 and _I) so applying illumination shader shouldn't be harder than that. At least it works for me.
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 29th Nov 2010 11:19
Wow thanks! I'll try it out tomorrow! Thanks nigezu!

Boom.
Gencheff
13
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 29th Nov 2010 11:22
Quote: "A large Russian Terrorist group under the name of [undecided]"


Черна игла (Cherna Igla) (Black Needle) ? Just a suggestion.

The level design could use some improvement and a few normal mapped segments won't hurt.The AI could be better and a lot more intense (I'll leave that one up to you to figure out),but other than that I like it.I'd say I'd enjoy playing it when this is done.

JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 29th Nov 2010 11:35
Thanks for the comments there Gencheff, I am still working on the level design, and Im not sure how to script at all, but yeah I do agree, it is not exactly the best AI possible lol.

I like the name for the terrorist group you suggested, would you mind if I used that?
Thanks for all those idea Gencheff!

Regards,
Jared.
(Sent you an email)

Boom.
Gencheff
13
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 29th Nov 2010 11:39
If I did mind why would I suggest it to you,of course you can use it lol.

I can help you with the scripting if you want.I can write some better AI scripts and a good suggestion would be to make them follow waypoints as well,to make them guarding and not staying in one place until the player shows up.

Michael Thompson
15
Years of Service
User Offline
Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 29th Nov 2010 11:40
Hows AlQueida? (I think thats how its spelt) lol jks.
How about this?
the terrorist group is so secret that you dont know the name?
It may be skipping a corner, but then you can have sum1 say the name at the end, which keeps a little suspense, and also means that you get longer to think of a name.
However, here is some I thought of;

Русского оружия
Russian Arms

Русские организации для американских Истребление
Russian organisation for American Extermination

How are those 2?

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 29th Nov 2010 11:42
Thanks for the suggestion Michael, but I like Gencheffs idea better

@ Gencheff:
In the second video i posted a bit above they follow waypoints, did you watch that one?
Yeah if you have any spare time some better AI scripts would be great, thanks alot for that mate!

Also, did my email go through to you?

Thanks
Jared.

Boom.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 29th Nov 2010 11:43
Looks great, a good generic carnage romp

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 29th Nov 2010 11:45
Wow thanks bugsy! that means alot coming from you, i love going through the when worlds collide thread and looking at all the pics, are you still in development of that?

Thanks for the comment!

Boom.
Gencheff
13
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 29th Nov 2010 11:45
Quote: "In the second video i posted a bit above they follow waypoints, did you watch that one?"

Ah,must have missed that one.Will take a look at it.

Quote: "Also, did my email go through to you?"

Yes,I'll talk to you through there so it doesn't look like a chat room in here.

Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 29th Nov 2010 12:03
Quote: "are you still in development of that?"


absolutely.

looking at some of the newer screens this project really appears to be coming into its own. still generic enough to be a great, fun shooter, but not niche looking enough to be dismissed as another cramped, dark FPSC game. I like your style. if you ever need anything, add me on skype (isaacpreston)

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 29th Nov 2010 12:08
Wow, thanks a lot Bugsy!
I'm glad to hear you are still in dev. Of wwc also

Thanks again for the comment!

Boom.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 30th Nov 2010 12:00
watching the videos, I can tell by the never-dropping frame rates that optimization is important to you as well, which is good, considering the large number of developers that overdetail their maps. (and then complain that they won't build with enemies)

never dropping below 59, even while recording is astounding. even with the help of fenix mod v116, WWC cant even boast that.

I do think, however, that you should work on your level design, as some parts of it look a little bit like entities were strewn about willy nilly. try not to over use crates. and make sure that large rooms have structural support, and aren't just the interior of a big box.

glad I watched both those videos, It was about time we got another couple of good ones up on youtube.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 30th Nov 2010 21:23
Thanks Bugsy,
Which levels did you notice the over used crates? I will removie a few, as I did think some levels looked like they were thrown about(I admit, some kinda were lol) and I just wasn't sure if I should remove a couple.

I will go over each level tonight and add structural supports into the large rooms, that only takes a few mins

Thanks again for the input Bugsy!

(Sent you an email)

Regards,
JaredxD

Boom.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 30th Nov 2010 21:26
ok cool

don't just "add structural supports"

make sure that they're tasteful, not over used, and work well with the scene.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
mgarand
16
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 30th Nov 2010 21:31
Looks good mate, keep it up. Maybe apply a normal map to the segment in that water scene.

JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 1st Dec 2010 07:54
@Mgarand: Thanks alot mate!

@Bugsy: Of course!!

Boom.
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 6th Dec 2010 12:15 Edited at: 6th Dec 2010 12:16
UPDATE: 6/12/2010

Hey guys,
Sorry its been a while since I've updated this, but I've started work on level 5, which is a city/town level. This level is a heavy wip, with no enemies as of yet, and the design is still in progress, but I fear I might have trouble with the memory cap, does anyone know how to disable the memory cap? I have already changed the setup thingy memorycapoff to 1, but I still worry about that.

Anyway, here are some screens, when I am happy with all the enemy placement, I will upload a video for yas all

Many thanks to Bugsy for support, tips, inspiration, and other stuff!






Comments and Crits welcome, and are wanted!
I still have not finished the design of this level, as I stated above, but I wanted to post some screenies so this thread doesn't die , and so that I can get some ways to improve!

Thanks alot,
Jared.
(Oh yeah, in case you were wondering, the lights are coming from the moon, you cant see it in any of the screens)

Boom.
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 9th Dec 2010 12:35
Urgh im up to triple posting now Sorry guys.
Anyway, got a pretty big update, thanks to Bugsy for his awesome advide, I've redone the city and I think it looks better, I hope you guys think so too.

Heres a new video:
http://www.youtube.com/watch?v=ZpPenqmSMIQ
(watch in HD)

And 5 more screens!!:







PLEASE! Share your C&C!

Boom.
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 9th Dec 2010 15:41
THe lamp's foot on the second screen is floating... well I didn't have anything else to whine about, now did I!?

The screens look very good! The city level looks cool, altho it seems to lack lighting at points. I like the backalleys thou, for sure! It's a cool game and I'll be sure to follow on how this will turn out.

JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 10th Dec 2010 02:54
Cheers MetalDevil

The lighting isn't finished, I intend to add fires and some street lights, but yeah I am glad you like it

Boom.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 10th Dec 2010 15:39
nice job Jared

now THAT's a city you can be proud of.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 10th Dec 2010 23:10
Thanks heaps Bugsy

I am glad you like it


...Skype?

Boom.
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 24th Dec 2010 23:18
Merry Christmas Everybody

Sorry have not updated this for a while, have been capped, so no uploads or anything

Anyway, now that I am no longer capped, and have 200GB of bandwith a month (lol) here is a new screenshot, more to come!


Boom.
2 Rogues
15
Years of Service
User Offline
Joined: 26th Dec 2008
Location:
Posted: 25th Dec 2010 00:43
I think you should have more than 1 segment devoted to the road, but that's just me.
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 25th Dec 2010 01:35
I see what you mean, the roads with one segment wide are backstreets, there is a main road with 2 segments wide

Boom.
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 29th Dec 2010 08:52
Heya all,
Again, sorry for the lack of updates, I have still been working on this though
Its just a bit uninspiring having 760 views and only 36 posts, 50% of them being my own lol

Anyway, working on a new level that will take place in the main characters house, pretty much a "Get used to the controls" thing.

Just started this level, but here are some screens




I have never really tried designing a house before, I think it looks OK so far

Comment please!!!

Boom.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 29th Dec 2010 21:00
nice, but In my opinion, it's far too dark in there. try making it a little brighter so the player, who is just learning, can get used to moving around.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 29th Dec 2010 21:47
Thanks Bugsy, I've brightened it up a bit

Boom.
D0MINIK
15
Years of Service
User Offline
Joined: 18th Mar 2009
Location:
Posted: 29th Dec 2010 21:54
Looks quite good - but still: Too dark

You might risk a little larger light range

JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 30th Dec 2010 02:24
Thanks for the advide Dominik, Im still playing around with the light ranges, Ill certainly take your advide

Thanks,
Jared.

Boom.
The Storyteller 01
14
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 30th Dec 2010 15:05
Quote: "Its just a bit uninspiring having 760 views and only 36 posts, 50% of them being my own lol
"

This is probably because of people like me who rarely ever comment on screenshots but daily check if a demo is up.

And you can trust me, that while it might be uninspiring to have only few reactions to screenshots, it is very annoying to comment on tons of screenshots only to read "the procet is cancelled/in hiatus/I am waiting for 1.19/Need a modeller to continue/my Pc crashed and I lost all my files/ the dog ate my game"(which is the case for 9 out of 10 threads)

So please don't think people on this forum are just to lazy to comment the new screenshots, they secretly admire. It's just that some people don't care about screenshots at all.

In case you find my grammar and spelling weird ---> native German speaker ^^
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 31st Dec 2010 03:06
Thanks for clearing that up Story Teller

Don't worry, this project will definetely not be cancelled!

Boom.
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 13th Jan 2011 06:42 Edited at: 13th Jan 2011 06:43
Hey all, Found some time to work on the gameplay of Level 5.

Here is a new vid:
http://www.youtube.com/watch?v=o4anDO3jY34


(As always, view in HD!)

Regards,
Jared

Boom.
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 15th Jan 2011 13:22
Hey every one,
Good news, I have completely finished the city design for level 5, and the fun part (enemies) are almost done.
I just have one issue, Is there a way to bypass the memory cap? I am using V118 B3, and I think it might be a major issue for levels five and six.


Here's an ingame Screenshot on the highest possible level, and it shows most of the city





Sidenotes:
I just sent my payment in for Model Pack 10, so it will be good to have a better variety of weapons, along with MP4 and MP 22, MP4 will be great for me to use to have a couple of civilians, a couple of retextures and I'll be good
And I got Mp22 as I might need the media sometime in the future, as it is a great pack.

Also sorry for the triple post.

Boom.
mgarand
16
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 15th Jan 2011 16:46
not bad at all, i like the video, maybe you could add some sound effects like sceeming soldiers calling other soldiers to fight you. Atmosphere is great, looking forward!

Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 16th Jan 2011 00:00
remember, maybe put some contrasts to the dreary blue moonlight to attract players to different places. is it is, the map from above looks flat and in need of varying colours.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 16th Jan 2011 00:30
Thanks mgarand - I will hopefully be able to add some sfx and voices soon!

Boom.
JAZZIST productions
14
Years of Service
User Offline
Joined: 8th Apr 2010
Location:
Posted: 16th Jan 2011 04:07
I really like the SUPPLY building.

-Keep it up

I PLAY JAZZ!
i know, i'm a very problemed child...
JaredxD
14
Years of Service
User Offline
Joined: 13th Dec 2009
Location: Australia
Posted: 16th Jan 2011 04:25
Thanks, The building itself is one Of Gencheff/Coldfires, The Supply sign is from CP's Dark City pack, As is the entrance part. The boards on the window are I think apart of CP's Country time pack, so credit to them for that

Glad you like it!

Boom.

Login to post a reply

Server time is: 2024-04-18 06:51:28
Your offset time is: 2024-04-18 06:51:28