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March 8th 2013 Update
Wow! It's been a long time since I last upadted Boarded. I stopped working on it for a while, to start working on some other projects. Sadly, I still am working on those projects, so progress on Boarded will be going rather slow for a long time. But, I promise you that I will finish it!
(After all, it IS a big project. 20 level campaign and 10 multiplayer maps).
I noticed that in the demo, most people didn't like that I didn't put too much detail in it. So, naturally, I said, "Okay. Let's add some detail."
And a little something in the editor:
Also, I vow that I will re-release a demo of this game. Same 4 missions, but with detail such as this.
Thanks for your time! Please tell me what you think below! Leave a comment!
Previous Updates Below:
November 9th 2012 Update
What a terrible time for an update, right? Halo 4 and AC3 have come out, with Black Ops 2 around the corner. But I still feel the need to continue my monthly update.
Hello everybody, sorry that I wasn't here to post on the 8th, but I had some problems to work out. I'm proud to announce that I am still working on this project
(God you guys, just because I release another game doesn't mean I'm no longer working on it).
Now, I've learned a few things about this forum in general. Obviously I need to post some nicer looking screen shots for you to even aknowledge it as a good download
(Because apparently the way a level looks out does how fun it is), so I'll, from now on, also make sure that the game looks fairly nice. (I'm not so good at doing that
so please bare with me. Making things fun is what I'm good at, not making things pretty).
So now, for the images and the progress updates:
[IMG]http://i.imgur.com/QVIvC.png[/IMG] WIP Of Misison 8
Detail entities added to Mission 1
I'm still trying to balance out the ai in each level, and I realize now that with enemies like the ones in FPSC (Who have perfect precision accuracy) I can't have
the character go up against 20 enemies and expect him to live. I have to scale down the amount of ai per level until the very last 3 (Which are supposed to be
the final pain in the ass levels anyway), and then jampack each encounter with lots of enemies.
Also, I'm finishing up with the encounters of mission 8. I seem to have a few problems with ai not being able to freely travel up and down stairs (FPSC problem that
I've asked to be fixed multiple times, and that has still not been done. Oh well.) but for the most part, the level is pretty decent, for the type of level I was
trying to create.
One more thing, I've changed the player speed to 140, although it seems a bit too fast for the map size. (Gonna put it to 120 and see how it works. Got to find the right speed). And I'm also getting to work on the Boarded Original Soundtrack.
Well, I hope you enjoy the game when it's released, if you have yet to download the demo of this game, do so here: [link here]
Have a nice day.
Boarded Related Downloads Below:
Boarded October 8th Update:
Hi there everybody! It's mini bringing another update. I'm sad to tell you that I do not have any new ingame pictures, but you can go ahead and look at the ones previously released in my older updates.
I don't have much time to type, so let's get down to the basic stuff, shall we?
Level design: The level design is good enough for the amount of time I've had working on it. Expect it to change as the game progresses. There is currently 4 levels that are presentable, and about 5 more in production. Right now, I am working on a demo to show off to you all.
The demo is the first four levels of the game. It's rather frusturating and hard, and I'm going to try to slim down the amount of enemies I use per mission. (That means taking a lot out of mission 3 and 4, and a few out of 2). There are a few bugs with the version 1.20 beta 3 that have hindered the development (specifically in changing player movement speed, and the fact that character entities still can't move up and down stairs. Etc. etc.). But besides that, it's been going pretty smoothly. I just need edit a few things in game and I think I can finish this demo up and release it on the 16th, as planned. If I cannot release it within that timeframe, then I will release the demo October 24th, my final date for release.
Well that's all for this update. Sorry for it being so short. Expect a demo soon.
October 16th 2012
Hi there everybody! The demo is being released! I have four nice levels stocked up here for you.
Patch version 1.1 download
Now I highly recommend that you install the version 1.1 patch after you install the main demo, if you want to play the game without the fear of getting stuck behind tables or falling under the map. I tried to eliminate most of those problems.
Well, everybody here knows what FPS Creator is capable of, I'm using FPS Creator version 1.19. I hope you enjoy this game, message me if there are any problems (And please don't say it's too hard or it's bad because that doesn't tell me anything).
Please leave a review below.
September 8th 2012 Update
Hello everybody, it's mini here bringing you news to the game. I am currently trying to get ahold of my beta tester to fill me in on the latest bugs of the game.
Anyway, here's the newest things about the game:
The game is using the FPS Creator X9 version 1.19 engine. It has been in development for three months now. There have been a few things added into the game, including:
These aren't the stock checkpoints. I am using the quickcheckpoint.fpi script. I don't know who it is created by, if somebody can give me a link that would be great.
I have edited the first four levels out of twenty, changing encounters to be more challenging, fun, or diverse. The level design itself does not make any sense realistically, due to the fact that it is based off the 1994 game Marathon, it does provide a fun enviornment to play in. Weapons are strong to tear through enemies and provide faster gameplay, while enemies are plentiful to provide challenging gameplay. You WILL get ambushed, flanked, and the such a lot.
-Work in progress-
Work in progress is the name of this area, so now I'm going to provide you with some work in progress information.
For the most part, level design for missions 1-4 are done. I am looking into working with mission 5.
Voice acting is a hard thing to do, especially when you're doing all the characters of the campaign by yourself, but the game is full of it in order to deliver you a fantastic storyline, also inspired heavily by the 1994 game Marathon. I am hoping for the game to go deeper than the “Go here, kill enemies, go to the next area, kill enemies” gameplay I see in most FPSC games today. There is reason as to why you are killing the enemies, there is a reason to why you are where you are. I hope you understand this when I release the demo. The voice acting won't be the best, but I'm constantly updating the voice acting quality.
No heavy rock music or loud techno music in this game. Why? Because the game is supposed to be taken seriously, and they usually don't fit in a game trying to be serious.
I am in debate as to whether I should really create a custom music track for that. I have a program called musescore, which will allow me to create the kind of music I need, but will it really be worth creating 20+ soundtracks for a free game? I guess that's up to you. Tell me whether you want it or not. It will prolong the demo release, but it will, of course, add music to the game. So go ahead, decide.
Speaking of the demo, it is near release. The number of tasks to complete it are very few, unless if music is to be added in there. The demo is schedualed to be released next month, if all goes well.
Well, that's all. I hope you enjoyed the update. Thanks for the support.
I forgot to put in the BB code, and I let it slide for so long. I feel like such an idiot. Oh well, pictures are up now. Sorry for the inconvenience.
Boarded is a game that I have been working on for a while now. The game is supposed to focus on framerate and gameplay, rather than fancy graphics and effects.
I will update this thread once every month, bringing at least one new screen shot into play.
First thing's first. The name is subject to change. As of right now, I have currently finished about 1/5th of the game, and I will soon release a demo. For now though, I only have pictures to supply you with.
Image of Mission 2
Image of Mission 4
Image of Mission 1
The level design is based on the game Marathon, and I have to say, the gameplay turned out to be quite fun. Much more fun than anything I have ever previously attempted to create on FPSC.
Here's an old beta video I uploaded on YouTube as well. Most of the level design hasn't changed, but a few changes have been made here or there.
I am working on Voice acting for the game, as well as some small gameplay assets. (The clicking whenever the player hits the checkpoint is no longer there. Thank god.)
Lastly, because of the FPS Creator engine's capabilities, I have decided to have gameplay over graphics. Gameplay always wins.
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