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FPSC Classic Work In Progress / [x9] An Instinctive Fear

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Omegamer
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Posted: 10th Oct 2012 17:05
I got an error, the game stops to work after Level 3 loadingscreen
DarkJames
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Posted: 10th Oct 2012 20:11
Burger, you may not know... But you won't get any wobble from that script.

"Plrwithinzone = 0"

------
AmazingGaming
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Posted: 10th Oct 2012 23:09
@Burger - I tried doing the wobble script and put it in FPI and it says plrwobble isnt a real action and doesnt work..Are you sure that is it and if it is, how do i get it to work???

I really wanna figure this out lol
Burger
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Posted: 11th Oct 2012 01:04 Edited at: 11th Oct 2012 01:08
Well, I do get wobble from it. Its used outside of the gameplay area. Because the player will never be in the location of the triggerzone 'plrwithinzone=0' will be true, the player is never in the zone. I used it in level 2. Then later on when the headset hud permanently showed, I used it in combination with a hud script.



And @Omegamer, I have had this before with the loading process of either level 3, 4 or 5. When I came across this, reloading my game and trying again worked. If it doesn't work, consider lowering the graphic settings with the game settings tool provided in the folder. It may also just be FPSC too, as I have played games where the loading has crashed and I just reloaded and tried again.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
AmazingGaming
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Posted: 11th Oct 2012 02:24
@Burger Sorry bro I tried both ways in zone and out and still cant get it to work

But what version of FPSC are you using? Maybe that could help.

Also FPI says plrwobble isnt even a real action so idk how you are able to get it to work could you look and see if this is the right script or something maybe go back and look at what the trigger zone script is or something lol idk im new to scripting FPSC but not new to FSPC its self!
AmazingGaming
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Posted: 11th Oct 2012 05:05
@burger Sorry I figured out the problem!!! I need V1.19 But i have V1.18 and i dont want V1.19 because right now im working on a game myself that you really need to jump on entitys alot and V1.19 has a glitch where you slide off because of collision or something. thanks anyway and also I made an edit for your wobble idk if it works and i dont really script but if its any better or the same then let me know ( just felt like playing with the script )



Also You must be in the zone for it to work not outside the zone like before. I call it RC because it looks more realistic of course anyway there you go idc if you use it or not just felt like doin that

have fun good work so far
unfamillia
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Posted: 11th Oct 2012 11:04
@AmazingGaming

Your script is good and will work in the desired way, but, it does mean that you would need to have a trigger zone that covers the whole of your level or loads of little trigger zones covering the area.

Burgers Script works fine. If the player is NOT in the zone then the script comes back true. Its a much easier way to have a constant throughout a level.

Good Work Burger. I will be stealing this for my game.

Unfamillia


Omegamer
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Posted: 11th Oct 2012 13:39
Quote: "And @Omegamer, I have had this before with the loading process of either level 3, 4 or 5. When I came across this, reloading my game and trying again worked. If it doesn't work, consider lowering the graphic settings with the game settings tool provided in the folder. It may also just be FPSC too, as I have played games where the loading has crashed and I just reloaded and tried again."


Ok I try, must be the game, my PC runs each FPSC Game at mostly over 100 FPS
Burger
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Posted: 11th Oct 2012 14:01 Edited at: 12th Oct 2012 02:16
Quote: "Good Work Burger. I will be stealing this for my game"


This makes me laugh. Its great that plrwobble is getting use. The script and command is very basic itself. The effect is a subtle detail, but definitely adds to your game. If there's any fpsc game design thread I should mention the plrwobble script, as it seems underused.

Omegamer, reply back if you've had success with the game. It should work really, there's no reason why it shouldn't. And you say most fpsc games you can run with 100+ FPS, I presume that's outside of FPSC as well. My computer usually runs FPSC from 140-90fps, but anywhere from 60-90fps is most common. So what kind of computer set up do have? I'm always interested.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 11th Oct 2012 14:24
Well, I know you didn't ask me, but I have similar frame rates:

CASE: Thermaltake Chaser MK-I ATX Full Tower Computer Case
CPU: AMD FX-4170 Zambezi 4.2GHz (4.3GHz Turbo) Socket AM3+ 125W Quad-Core Processor
MOBO: ASUS Crosshair V Formula AM3+ AMD 990FX SATA 6Gb/s USB 3.0 ATX AMD Gaming Motherboard with 3-Way SLI/CrossFireX Support and UEFI BIOS
RAM: 16GB Corsair Vengence 1600Mhz DDR3
GPU: SAPPHIRE 100355OCL Radeon HD 7850 2GB 256-bit GDDR5 PCI Express 3.0 x16 HDCP Ready Video Card OC Version
STORAGE: 1 x 120GB OCZ Solid3 SSD's in RAID0
and 1 x 1TB WD green SATA 3 7200rpm
PSU: 600W OCZ Mod X-Stream-Pro

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
AmazingGaming
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Posted: 11th Oct 2012 14:39
@unfimillia thanks just felt like messing with it because im learning to script FPSC and yes im using FPI editpad

@burger wanted to point out a problem i found
this could be a spoiler for some people
Burger
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Posted: 12th Oct 2012 01:04
@AmazingGaming

That kind of stuff happens with FPSC AI.

@The Nerevar

What a terrible set up you have there, mine is 10x better of course.

What kind of frame rate can you achieve in FPSC on a blank level? If I can get 140fps what can you achieve?

But anyway, progress on level 6 has begun. I'm calling this level the 'crew rooms', so expect a close quarters/dark lighting intense level.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 12th Oct 2012 05:21
Quote: "What kind of frame rate can you achieve in FPSC on a blank level? If I can get 140fps what can you achieve?
"


About the same, and don't say mine is a terrible set up, it runs like a dream, better than anything I've seen before! Now, I spent a lot of time researching and assembling my rig, it ran flawlessly on the first boot, and installed everything in a flash! I'm sorry if I'm making a huge fuss over this, but I need to stand my ground!

Anyway, looking forward to the progress in this game!

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Burger
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Posted: 12th Oct 2012 06:05
Lol, thats definitely not a terrible set up, did you gather my . I'm jealous. And no you're not making a huge fuss, I would if someone were dissing my specs. Anyway, it was aimed as a joke, but over the Internet sometimes these things are lost/misunderstood. I have an intel I5 laptop, I'm not enitrely sure how to compare that to yours. (I know mostly intel) Anyway

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 12th Oct 2012 06:15
I'm sorry still, but I understand, It would have been totally different if we had a conversation face to face.

AMD is a company that is now, more focused on the gamer types of people, they are also not as expensive as Intel, if you do the research AMD's history with Intel, you'll be shocked! Plus I always like to support the "not the first place" companies, they're always are better in there own ways.

BTW, a friend and I was inspired by your game, and he wanted us to make one like yours, but I have my own ideas. I was thinking of leaning more towards Doom, and having more action.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Burger
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Posted: 12th Oct 2012 06:33 Edited at: 12th Oct 2012 06:42
Doom, classic.

That's awesome that I've inspired people. What I really hope is that the 'interactivity' of my game is what is taken from it. If that's the case, here's a script based off of one of storytellers scripts.



It was the most repeated sort of script in my game. And because the object had to be dynamic to read scripts, a trick I often used was to have the static entity I want where I want. Then I have the same entity over top of that with an invisible texture and the script. Meaning, it seemed you were examining a static object.

Onto the current level-in-progress. I have just uploaded some pics of the level.



This is a picture of what most crew rooms could end up like. I'm not sure, but it feels a little bland. Still being worked on of course. The poster is a joke by the way, but it will be included somehow as an easter egg.



Continuing on the idea something has gone drastically wrong and parts of the place have been destroyed, this presents a problematic factor in the 6th level. You have to find another way around, which will call for interesting level navigation that I love to make.

As always, feedback is welcome

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
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Posted: 12th Oct 2012 06:44
Hey, I'm playing the demo, still haven't gotten to the last level, but so far it has been great! It has very nice atmosphere and style. All the music makes it feel even better.

A bug though:
When you go in the room where there are all the creatures sleeping and you have to crawl past them, if you get caught (which happened to me a lot ) they will all stand up properly, but only the one that you were the closest comes running after you, all the others just stand there.

Also, opening the vent door in the pipe jumping part is harder than it should be. This should be fixed by moving the pipe so that it's not completely against the wall.

I'll give you a full review when I've finished the game! It's very neat so far!

Burger
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Posted: 12th Oct 2012 07:02
Thanks for the feedback.

I don't know what to do about the creatures once they wake up. I hope that part wasn't too hard either, it was meant to be tense but not overly difficult.

I did briefly consider changing around the into the vent from the pipe part but mustn't have done it. While it isn't the best I don't think its enough to update the demo for. It takes a fair while (Build 5 levels, upload . . . fun fun) so I don't think the effort is necessary. For any future builds it will be reviewed appropriately, that said.

Thank's for the feedback, I have hope for a good review, and nice signature btw. Will be looking forward to Zombified 3. (Am I skipping ahead here, I meant 2)

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
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Posted: 12th Oct 2012 07:27
Quote: "I don't know what to do about the creatures once they wake up. I hope that part wasn't too hard either, it was meant to be tense but not overly difficult. "

It wasn't too hard, just hard enough. (that's what she said?) And you sure pulled off a suspenseful moment.

Quote: "Will be looking forward to Zombified 3. (Am I skipping ahead here, I meant 2)"



Burger
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Posted: 12th Oct 2012 07:32
Quote: "It wasn't too hard, just hard enough. (that's what she said?)"




"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 12th Oct 2012 14:23
Well, I think that poster is a nice idea to do, you know, to add a little humor with an Easter egg.
I was wondering, since you just wing it, when it comes to level design, how to you overcome problems with filling it up? (I'm asking since I thought I saw a post by you, saying you don't really plan out levels.)

And where did most of that media come from? I know there are some good packs and freebies around.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Burger
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Posted: 13th Oct 2012 00:31 Edited at: 13th Oct 2012 08:56
Well sometimes it takes a while to fill in my levels, but I don't know it just works. I don't set myself anything too ambitious, but ambitious enough to make it stand apart from the rest. Another thing is that I'm not necessarily worried about the entities filling it out or making it less bland. Because to begin with I try to make the most interesting possible scene with segments. If you have an interesting scene with just segments, your not going to need as many entities. For example in level 3 where you come to the part you have to traverse on the pipes, the scene is very unique and interesting with segments alone, and entities were icing on the cake. So filling scenes up isn't necessarily an issue.

But then it comes to boring scenes, or scenes that can't be anything extravagant or new. I've de-constructed a room to show you the process of how I fill an empty room.



Top left: Basic layout, mostly segments. Sometimes if I know what I'm going to do for a level I will map it out with a segment.
Top right: Essential objects/objects you would expect. It's not a room without certain objects.
Middle left: More objects that you may not expect but make sense, and add to the scene at the same time.
Middle right: Detail with entities, visually the most signifciant part.
Bottom left: More Detail
Bottom right: Final detail, light source/pipes.

So the way I design things is: Basic Layout, Essential or expected objects, more objects, detail and detail.

Notice how most of the media is stock and cosmic prophets scifi packs. Which brings me to say, soo much of my media is from cosmic prophets scifi packs. The rest is stock or oddball items.

Here's the last crew room picture but with objects highlighted.
Red=Cosmic Prophets Sci fi packs (and the segment, but its not highlighted)
Blue=Model Pack 3
Green=Science Pack
Everything else=stock



This scene in particular uses a lot of stock media, but most levels use more Cosmic Prophet.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
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Posted: 17th Oct 2012 06:03
Good news! (At least for me), I purchased model pack 65 just recently. It has some interesting media, but what I'm interested in the most are the screens, which will find many uses in the game. Including existing levels as well. Here are some screenshots involving the new media.



This is in the same hallway as a screenshot a few posts up. I have considered scaling down the screens for that scene, but its still W.I.P



This screenshot is the second level but with the segments replaced with model pack 65 ones. For this particular scene I'm unsure on whether to keep it with the new media, as the level hasn't officially changed. It would be good to get some feedback to see what you guys think of this new design. After all, its not just me whose going to play this game.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
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Posted: 19th Oct 2012 08:14
Well, I like the screens in the first picture. They add a good touch to the level. I do like the look of the second picture, but IDK somethings just not right about it?
Burger
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Posted: 20th Oct 2012 02:13 Edited at: 20th Oct 2012 07:21
Yeah I am definite about keeping the screens, but I'm not sure about the engine room either as I said before. For now I don't think I will change much of the older levels however. But anyway progress on level 6 is good and I am working on putting An Instinctive Fear on IndieDB.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
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Posted: 20th Oct 2012 08:18
I also noticed that there's a bar covering the door and those pipes on the right arent connected. I will probably get and use model pack 65 in my game, if I can actually stick to making one more than two levels.
Burger
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Posted: 20th Oct 2012 14:07
Some news, An Instinctive Fear is now on IndieDB.

Check out the link: [href]http://www.indiedb.com/games/an-instinctive-fear[/href]

This is amazing, it got up to 6th on the daily most popular! Check out this picture!



6th! Incredible

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 20th Oct 2012 16:51
6th place!?!? That's awesome, congrats! And would you look at the trend? Amazing!

Continue with the great work there Burger!

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
28HourSLater
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Posted: 21st Oct 2012 02:01
Impressive
Bouncy
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Posted: 21st Oct 2012 05:37
Now thats pretty amazing, right up there with amnesia and minecraft! Go FPSC!
AmazingGaming
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Posted: 21st Oct 2012 06:52
BRO THATS AMAZING!

If your get any better..maybe you could make it where they have to pay to buy you know? if this gets any better i suggest you should make it where you have to pay for the game when its fully release!

of course totally your opinion just saying amazing job so far dude!
Burger
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Posted: 21st Oct 2012 08:55 Edited at: 21st Oct 2012 08:57
Thanks for the comments, I never expected AIF to get that many views in the space of time, or that many views at all. However, as I expected it wouldn't stay at no.6 for very long. Here's a double screenshot I took when it got down to no.34.



The other thing is that Euthanasia is still at no.76, which to me is impressive. There are successful FPSC games out.

At the time of writing this post however AIF has dropped off of the top 100, while disappointing, completely expected that after its initial spike.

Just thinking about what Amazing Gaming said, would the full game of this be worth selling? If so, how much? Please give some feedback on this as I'm curious.

The demo was 5 levels, and currently I estimate the full game will be anywhere from 11-15 levels, but probably more towards 12/13. So is maybe an hour of gameplay good enough?

If you're interested in responding, maybe lay your post out like so:

-Would the full game AIF be sellable? (Y/N)
-If so, what is the minimum you would pay?
-And what would be the maximum you would pay?
-How much content would you expect for what you paid/How long should it take you to finish? (or even how much content you expect in general, even if it were free)
-Anything you feel you need to say

Or approximately like that, if its not too much to ask. Please note though survival mode would be included, so that has re playable value. Remember, feedback is welcome , and enforced

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
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Posted: 21st Oct 2012 10:44 Edited at: 21st Oct 2012 10:45
Sorry double post, woops, I feel bad now

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
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Posted: 21st Oct 2012 10:47
Its all good, double posts happen.

1. Yes
2. $1
3. $5
4. 13-15 levels, plus survival
5. Multiplayer?
AmazingGaming
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Posted: 21st Oct 2012 19:03
1. Yes
2. $1-3
3. $5
4. 12-14
5. A multiplayer would be great but..thats hard for a FPSC game i have never seen it with a single player and a multiplayer but it would be nice!
Burger
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Posted: 22nd Oct 2012 00:22
Thanks for the replies, its interesting that you both think its sellable. I would probably need to here from a hundred or a thousand people to actually get an idea of the overall opinion. If I had to answer my own question, I would have gone like this:

1. Yes (more of a maybe though)
2. $1-2
3. $5
4. 13-15
5. Survival, possibly multiplayer but it would be a waste of time because its FPSC, Bonus easter egg level!


Anyway, progress on the next level is excellent, no bugs, interesting gameplay and visually is great. Here's a picture of some gameplay.



And yes, in this level if you search for it you can get the shotgun.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
AmazingGaming
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Posted: 22nd Oct 2012 02:06
Nice! the shotgun looks good i like how you retextured it but i have 1 question..

Did you fix the reloading? like where if you only need to reload one bullet then it only reloads 1 not all of them? and if you couldnt do that i dont know if its real but try to get a script or make one where you cant press the reload button untill its fully empty..then you wouldnt have to remodel the shotgun

just an idea
Burger
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Posted: 22nd Oct 2012 05:18
Quote: "Did you fix the reloading? like where if you only need to reload one bullet then it only reloads 1 not all of them? and if you couldnt do that i dont know if its real but try to get a script or make one where you cant press the reload button untill its fully empty..then you wouldnt have to remodel the shotgun"


Sorry? When I hit r the gun reloads the shells until its full, I only need to push it once. I don't have to push r multiple times because it doesnt reload one shell at a time. I'm not entirely sure what you mean, but I never really knew there was an issue with the reloading.

That is except for when you can reload one more shell above the limit. If you have a clip of 4 bullets you can reload it to 5, whereas 4's the max.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Nerevar
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Posted: 22nd Oct 2012 13:51
I never liked that chamberedround command, it always makes my games... not so fun.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Burger
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Posted: 22nd Oct 2012 21:54
So is the way the shotgun reloads currently (By default as well) not preferable? If so, what's better?

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
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Posted: 23rd Oct 2012 06:07
I thought the way the shotgun reloads if fine, aside from being able to load an extra.
Burger
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Posted: 9th Nov 2012 05:39
Hi everyone, its been a while since my last post but this is still being worked on. After my little break I'm keen to break into the next few levels of An Instinctive Fear. Currently there are six levels, you can be guaranteed that number will reach 9 levels by the time the player reaches the end of the second floor. I have finished the sixth level and am beginning progress on the seventh, the next crew themed level. After that level the plot gets interesting. You'll have to wait and see.

Here are some screenshots of the crew room level.





Please give some feedback if possible.



Also, if anyone is interested in playing/testing this level I will build it as a single level and upload it somewhere. However the download won't be available to everyone as it would just be one or two people testing. If someone could give me a breakdown of their thoughts that would be cool. Thanks , now post, or else

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
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Posted: 9th Nov 2012 05:44
Looks pretty cool, I'm keen to see the next levels. About the testing, that's for somebody else. I would do it but I'm tied up in real life at the moment. Keep it up
Burger
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Posted: 9th Nov 2012 23:10
Thanks Bouncy.

I'd also like to mention, if anyone is would be keen to 'donate' their voices for my in game Audio Logs, that would be awesome. This is because currently the Audio Logs are just text, it would make the game a whole lot better if they were in fact audio. If anyone's interested I'll post up the text for an Audio log. Thanks

Progress on the seventh level is already well under way.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Burger
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Posted: 14th Nov 2012 04:16
Just thought I'd post some of the latest pictures. The newest level has the theme of the crew living area's, so I'm trying to go for places with hospitality in mind.

Here's a picture of some sort of dining hall for all of the crew, but nobody is there.



This is an office next to the starting area. It has the platforms that travel through several rooms pass through it.



Any feedback is welcome.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Metal Devil123
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Posted: 17th Nov 2012 11:44
Hi, sorry for not being active on this thread for a long time, but I wrote a long ass comment and accidentally clicked refresh and it all got erased. I don't know if I can answer your poll anymore, but still, I will:

Would the full game AIF be sellable? (Y/N)
-Yes. Yes it would.
-If so, what is the minimum you would pay?
-1 or 2$
-And what would be the maximum you would pay?
-5 to about 8$. More if it will be a really lengthy experience.
-How much content would you expect for what you paid/How long should it take you to finish? (or even how much content you expect in general, even if it were free)
- A couple of hours worth of playtime would be okay, maybe bore if you can. (And this would count all the time spent on loading screens and deaths and all that stuff).
-Anything you feel you need to say
Well, maybe a survival mode or something like that would be a cool idea. Maybe 2 or 3 maps to add little to the overall gameplay time. Multiplayer would probably be cool, but as this is more of a survival game against monsters, it wouldn't make too much sense to have a deathmatch or a team deathmatch multiplayer. Also, this would have to be the most popular FPSC games out there, for anyone to find people to play with.

The new screens look cool. I'd suggest adding something to the tables in the second to last screenshot. Maybe somebody left behind some small electronic devices like a laptop or something or some magazines or paperwork. All in all, looks very nice, I like your design.

Burger
9
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Joined: 22nd Jun 2012
Location: New Zealand
Posted: 18th Nov 2012 01:32
Thanks for the feedback and don't be sorry for not being active. The poll was just a quick comment thrown together, but sure it will be open until release really. Those numbers average with roughly what I expect. Looking at other FPSC games that are being sold I see Into the Dark sells for $20, I have to wonder what the sales are like. It is either 10 or 12 levels long (but of a great quality as I understand).

Anyway, I don't know if you realise but survival will be included in the finished version of An Instinctive Fear. Like you suggested, I may make more maps (there is only one at the moment). Multiplayer - ehh not for FPSC.

Quote: "The new screens look cool. I'd suggest adding something to the tables in the second to last screenshot. Maybe somebody left behind some small electronic devices like a laptop or something or some magazines or paperwork. All in all, looks very nice, I like your design."


Thanks for the suggestion, I will put more detail into this area. I need a plate or bowl entity lol. The whole level is closely packed with a lot of rooms and spaces, so there's still so much to do. Lately my computer has been going slower, so adding any enemies just kills the framerate. I want so many more of them creatures, but for now its mainly level design.

Few - end of post

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Bouncy
9
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Joined: 7th Oct 2012
Location: Bottomless Pit (still falling)
Posted: 18th Nov 2012 03:42
Quote: "Anyway, I don't know if you realise but survival will be included in the finished version of An Instinctive Fear. Like you suggested, I may make more maps (there is only one at the moment)"


Sweet! Any chance we can play survival? If anybody else wants to you should upload a demo.
Burger
9
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Joined: 22nd Jun 2012
Location: New Zealand
Posted: 19th Nov 2012 04:02
Survival while it is mostly playable its not fit for release. I will be revamping the whole thing, and toning down the number of monsters. I will include some power ups and try to balance things out. Maybe I will put together a video some time - if you guys would like to see it.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
anayar
12
Years of Service
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 20th Nov 2012 17:05
I'm up for some quick voice acting work if you still need it

Nice looking game btw, I like it

Cheers,
Anayar


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