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Work in Progress / Fighting Through Darkness

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Natflash Games
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Posted: 12th Feb 2008 23:50 Edited at: 6th Mar 2008 19:14
You may or may not remember Fighting Through Darkness, for those of you that do, you should know that I lost it all due to my computer screwing up and making me format the damb thing.

I really wanted to create this game, so I have completely rewritten the entire engine making all the improvements I wanted and covering the mistakes I made before.

To refresh your memories FTD follows an ex Spec Ops Agent (Play him as the spec ops guy in The Undead) once the creatures he found himself fighting in hell find a way onto our plain through living humans, using them (them being us) as finger puppets. They can be easily killed as they're effectively human, but it can always posess another human.

The above leads me to some interesting gameplay elements, wether I can implement them or not is just a matter of waiting and seeing.

The game though, now looks and plays better than ever (and yes its still got the old faithful FPSC look).

The features listed:

Full collision
AI and enemy death
Weapon Reload/Fire/Projectiles etc.
Static screen effect
Scare triggers (Zones that trigger a scary event in the form of functions)
Basic FPS Movement (Need I say Duh!)
More advanced FPS Movement, Jumping
Dynamic crosshair
Particles (Although they have no specific use yet)
A menu system and intro that I am extremely proud of
The creepiest atmosphere you have ever seen in a DBPro game
Decals (blood, bullet holes etc.)
Physics

Demo
Fighting Through Darkness v0.1

Demo patch for 1024 x 768 screen resoloution.
1024 Patch

Heres the update for those of you that can run 1280 x 1024 and just want to play the new version.
FTD 1280 Update

Shots:














The shots may seem empty for now, but theres always more to come...


Check out my site for the latest on my games.
icy
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Posted: 13th Feb 2008 04:42
Looks great, keep up the good work.
Roxas
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Posted: 13th Feb 2008 14:39
Ah nat! You are back
Looks really nice and really the visuals reminds me of CS Source.


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Natflash Games
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Posted: 13th Feb 2008 16:00 Edited at: 13th Feb 2008 16:01
Why thank you, and yes i'm back and I dont plan on going anywhere anytime soon. More screens in about half an hour and maybe a demo tonight!

Lets thank Jon Fletcher for the visuals (nearly all the models are his) and TGC for finally letting use the FPSC model packs in DBPro.


Check out my site for the latest on my games.
Vorg1
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Posted: 13th Feb 2008 21:48
Looks really cool.
Are you only going to use FPSC models or are you going to make some custom models? Because it looks really cool right know but may be more creative to use your own models or atleast retextures.
Anyways keep it up
Seppuku Arts
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Posted: 13th Feb 2008 22:28
I remember this, I downloaded the demo (at least I think it was your demo, it was a year a go or so), it was cool, good to see you're still working on it. The enemies were fun, was sort of challenging when I played it.

Exit Pursued by man-bear-pig
Mr Z
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Posted: 13th Feb 2008 23:48
I remember it to, and from time to time I have wondered why it did go away, so to speak. I thought it had really high potential, and I´m glad it´s back.

Better luck this time .

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
Airslide
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Posted: 14th Feb 2008 00:02
I remember the demo, what's odd is that I think of it every once in awhile...probably cause it's the only decent DBP shooter I've bothered to play

I liked the P90 better than the MP5 weapons, but that's just me

Natflash Games
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Posted: 15th Feb 2008 02:17 Edited at: 15th Feb 2008 02:22
More screens

I'm just tryna figure out how I can give the scene more contrast, but here are some screenes for now.

Getting boring though I must admit!














Check out my site for the latest on my games.
da power pwnerer
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Posted: 15th Feb 2008 23:14
Wow, new screens are great Just out of curiosity though, are your shots meant to have that speckled/canvas sort of effect, or is because of the quality of the images?



-Dan


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Come to Noobisoft's website today!
Profit
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Posted: 16th Feb 2008 01:33
Quote: "The features listed:

Full collision
AI and enemy death
Weapon Reload/Fire/Projectiles etc.
Static screen effect
Scare triggers (Zones that trigger a scary event)
FPS Movement (Need I say Duh!)"


Natflash Games
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Posted: 16th Feb 2008 01:37 Edited at: 16th Feb 2008 01:38
Its supposed to be there, its static to simulate a sort of bad quality video. I decided to do this too give the game a grittier look it took me ages trying to get the effect right (before realsing I could just use a spinning ghosted plain with a static texture)

I'm working on a trailer now.

Also, soon I would like no more than three people to test an early demo. One on a high end machine, one mid ranged machine and one low end machine. It can help me optimize the engine (it relies on a constant framerate of 60fps otherwise it screws up) so let me know if your interested.


Check out my site for the latest on my games.
Airslide
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Posted: 16th Feb 2008 02:25
You should probably look into timing things so they work well at different framerates (drop me an e-mail, I have some code for that).

I have a high-end machine (8800 GTS, Intel Quad-Core, Vista Ultimate, 2 Gigs of Memory) so I could fill that position for you if you'd like.

Mr Z
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Posted: 16th Feb 2008 02:47 Edited at: 16th Feb 2008 02:48
I would definetly sign up on testing, just do not know what kind of machine I have. Have an decent processor (an AMD singlecore 1.8 GHz 3500+), more RAM then most people (4 gb installed, but vista can only see about 2.9 of it) and an graphics card that ir really, really bad (ATI Radeon Xpress 1150 with 128 shared video RAM). What would that qualify me to?

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
Natflash Games
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Posted: 16th Feb 2008 03:28
Yea I thought about timing it, but that was after I already wrote most of the engine... I'm lazy so could'nt be bothered figuring it out then implementing it all.

I might do though if the end result would be worth it, and so it justifies the effort.

As for the testing, if I time it I see no need to test it on different machines, so i'll make you wait longer

If not then you too fill in the High end and Mid-ranged spots anyone with a bucket of a PC?


Check out my site for the latest on my games.
Airslide
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Posted: 16th Feb 2008 05:59
Quote: "As for the testing, if I time it I see no need to test it on different machines, so i'll make you wait longer "


On the contrary, testing it on other machines, especially low-end PCs, is important, because regardless of wether or not you have a timing system it should be well optimized.

Corey
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Posted: 16th Feb 2008 10:27
I like your idea for the grittiness. Right away in the screens I noticed it and thought 'hey this kind of looks like a digital video camcorder'. I think it adds a lot of realism. Well done! I think that the earlier screens have the perfect amount of grain as opposed to the later ones which seem to have a little bit too much but I'm no game developer so don't worry. Just my two cents
Roxas
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Posted: 16th Feb 2008 16:36 Edited at: 16th Feb 2008 16:48
NVM.. It looks cool


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Natflash Games
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Posted: 16th Feb 2008 18:45 Edited at: 16th Feb 2008 18:46
Thanks, I'll do a little experimenting with the static to see how I can make it look perfect, I consider myself as a perfectionist mostly, I need things to look good. If its not well presented... I dont like it (most of the time).

P.S. Corey, welcome to our community! (Even though I only recently came back, dissapeared for about a year )


Check out my site for the latest on my games.
da power pwnerer
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Posted: 16th Feb 2008 18:54
I am perfect for the low-end PC slot in testing. I am running a laptop with:

512MB RAM
Mobile AMD Sempron(tm) Processor 3000+
MMX, 3DNow, ~1.8GHz (Not sure if you need these, reading from DirectX Dialog [dxdiag])
DirectX 9.0c (Obviously)



-Dan


http://Freewebs.com/noobisoft
Come to Noobisoft's website today!
Natflash Games
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Posted: 16th Feb 2008 19:43
OK so I have my three testers i'll contact you all with a download link to a beta when its ready (don't ask when that will be).

The enemies are in the game now but its only the fat zombies, so i'm not sure about showng them yet, any specific enemies you guys want from FPSC model pack 4 or other sources you know of? I cant model too well myself.


Check out my site for the latest on my games.
Ortu
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Posted: 16th Feb 2008 19:56
The only thing bugging me about the static is that the point of view is from that of the character... not a video camera.

Perhaps consider framing the sides of the screen with the edges of lenses or something so that the point of view is that of the character through goggles

Corey
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Posted: 17th Feb 2008 06:38
Thanks Natflash!

Now, I'm not sure how you implement the graininess but if its easy to change you could even make the player choose it in the preferences. Just a thought.

I also like Ortu's idea, but nothing too distracting, maybe just a thin border. Or! Maybe a timestamp in the bottom corner that might be cool.
Natflash Games
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Posted: 17th Feb 2008 17:44
Well it would be really easy to let the player change it, but im not nice enough to let them decide, the grainyness contributes to the atmosphere (wich I have just nailed).

I'm really proud of this actually, the bloody game scared me!

I'm pushing for a demo to be out tonight, I cant wait to hear the stories of how you could'nt sleep


Check out my site for the latest on my games.
Natflash Games
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Posted: 17th Feb 2008 18:15
New screens










Check out my site for the latest on my games.
tha_rami
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Posted: 17th Feb 2008 18:32
I've been watching this for a while and there's this one thing that keeps annoying me in every screenshot...

The gun doesn't point at the crosshair, but slightly below it!


A mod has been erased by your signature because it was larger than 600x120
Roxas
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Posted: 17th Feb 2008 19:05
Quote: "The gun doesn't point at the crosshair, but slightly below it!"


Me too!!!


Lol Press F to hack


Click For Details!
Natflash Games
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Posted: 18th Feb 2008 10:39
True, I've been tweaking that for ages, I'll get it right tonight before I release the demo, the demo is ready (and im proud of it) but my router's broke, so I cant upload it, I'll fix it and let you all know later.


Check out my site for the latest on my games.
Mr Z
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Posted: 18th Feb 2008 18:44
Looking forward for that demo. Do you really hack stuff in the game, or will it be more like an skill that you use and suddenly cameras goes off? Because it would be cool if you actually came into the computer system and could choose what to do, like turning the cameras of...

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
Natflash Games
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Posted: 18th Feb 2008 19:15 Edited at: 18th Feb 2008 19:17
No I want to implement a hacking mini game (it wont be in the demo though) to get data on what this guys employers got him into. It is set in a (mostly) deserted city so there wont be any security cameras or anything like that, as the only enemies you'll encounter are dead or supercharged genetic screw ups that are too stupid to use them.

I dont know how things will turn out in terms of allies and such but we'll see.

Anyway, just tweaking this thing so I can give you guys a demo.


Check out my site for the latest on my games.
Natflash Games
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Posted: 19th Feb 2008 00:07
Well heres the demo!

http://www.natsam.co.uk/Natsam/FTDdemov0.1.zip

Its a very short demo to preview the zones and scares etc. There's no shooting involved in it yet (although you can shoot at nothing) but i'm sure it'll send a few shivers down ya spines!

Leave feedback on what you think, and if it made you jump or creeped you out.


Check out my site for the latest on my games.
cyril
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Posted: 20th Feb 2008 18:32
I like the looks of this game,
I tried to run the demo, but the game started with an error message saying I can't run 32bit screen display,when am running windows with it.

see attachment,

anyway keep up the good work

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Jeff032
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Posted: 20th Feb 2008 18:58
Quote: "but i'm sure it'll send a few shivers down ya spines!"

Nope, no luck. Looks interesting though.

Just one thing you might want to do is make it so that it centers the mouse every loop. I've got two monitors so the mouse will go off the right side onto the second monitor and then if I try to shoot the game loses focus.

nackidno
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Posted: 20th Feb 2008 19:09
Quote: "tried to run the demo, but the game started with an error message saying I can't run 32bit screen display,when am running windows with it."


I have the same problem, then i tried to run it with 256 colors compatiblity. But now it says "Screen depth is illegal at line 0"

Any suggesions?

Footsteps W.I.P
Trala'em Goes Oblivion (TES IV Mod)
Jeff032
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Posted: 20th Feb 2008 19:32
I think it is set to 1280x1024x32. He'll just have to release one that is set to a lower resolution.

Natflash Games
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Posted: 20th Feb 2008 22:36
Yeah its 1280x1024x32 I'll add a preferences menu to change that soon. I'm coding a level editor to work parallel with my engine at the moment, so I could add physics to everything and more.


Check out my site for the latest on my games.
Mr Z
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Posted: 20th Feb 2008 23:23 Edited at: 20th Feb 2008 23:24
Then I cannot play it . My highest possible resolution is only 1024x768. I would say you need to do so you at last can have that low if you want, or even as low as 800x600 if needed (so you have an choise).

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
Randomness 128
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Posted: 21st Feb 2008 00:10
Make sure to include widescreen display modes as options, too.

Anyway, definately a really creepy atmosphere. Every time I play a FPS horror game, I end up wanting to create one, too.

Ortu
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Posted: 21st Feb 2008 04:25
nicely crafted atmosphere of eerieness.

Agent Dink
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Posted: 21st Feb 2008 04:28
Could use with some dark lighting, but you had me getting into it a bit. Was disappointed to see the demo end so fast!

Natflash Games
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Posted: 21st Feb 2008 22:40 Edited at: 21st Feb 2008 23:15
Hehe, yeah its very abrupt, but its just to show off the engine really.

Anyway heres a short video of the entity placement tool (just to show you guys there is some progress lol)

EDIT:
I just got DP (fastest order confirmation TGC ever did for me) so I'm going to replace NGC with DP now, add physics and particles and get back to you with more screens shortly


Check out my site for the latest on my games.

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Dr Manette
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Posted: 22nd Feb 2008 01:16
Holy mother....

Yea, that scared me... it scared me real bad. And I have never been scared by a TGC game; at least not like that. I noticed a clear resemblance to FEAR in your demo, especially with all the voices and such. Amazing atmosphere.

So what you need to work on is a few things. The electricity sound in the beginning becomes very annoying very quickly. Also, movement seemed a bit slow and groggy, maybe you should increase the speed a little bit, or add some kind of run button.

But this is a WIP after all, so well done, good job! I really didn't expect this quality until I played the demo. So don't let us down.

Natflash Games
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Posted: 23rd Feb 2008 22:00
Progress may be slow... I just installed vista so I gotta set all my stuff up again.


Check out my site for the latest on my games.
Dr Manette
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Posted: 24th Feb 2008 05:30
Quote: "I just installed vista so I gotta set all my stuff up again."


Oh god... you let the beast in? Well I hope you can get things moving again, I need more... more!!!

Mr Z
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Posted: 24th Feb 2008 12:13
Please release an demo where you can choose resolusion. Please. Really want to try this, but can only have an maximum resolusion of 1024x768 .

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
Stephen Young
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Posted: 24th Feb 2008 15:59
i dont want to play that game no more xD

i love it, scary atmosphere, and the bit where the lil girl is singing and the screen stretches, reminds my of the pressure chamber in unreal tournament and the demon form in dark messiah =) nice effects but the gun would look better if it points at the crosshair.
Pixel Perfect
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Posted: 24th Feb 2008 16:08
Looking great ... this is the most atmospheric game I've seen yet. Great visual and sound effects. You've got me wanting to see more!

No matter how good your code is, someone will improve on it
Satchmo
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Posted: 24th Feb 2008 17:11
Are you using FPSC to build your levels? Don't you waste a lot of polygons and speed that way. The demo you posted was an old one, but still very fun. I can't wait for the release, good luck finishing it.

Natflash Games
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Posted: 24th Feb 2008 17:39
I installed DBPro on vista, it all works perfectly so I can get right on that demo.

Well I'll release it in the form of a patch since I only need to update the code to allow for lower resoloutions.

It will also have some physics in there cos thats what I'm working on now (don't expect to be blown away by the physics though)

Yes I am using FPSC levels but thats because it has an extremely useful optimizing feature, that all happens automaticly, it "hides" unseen faces, wich is really amazing to watch in wireframe.


Check out my site for the latest on my games.
RUCCUS
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Posted: 24th Feb 2008 18:38 Edited at: 24th Feb 2008 18:38
I havent read all the posts, so forgive me if you've already fixed this stuff:

I read that you wont be implementing a timing system to calibrate for lag... I really recommend you do it. I understand you've already written the entire engine, but its not hard at all to implement. All you do is set yourself a goal frame rate (in this case you say its 60 FPS), get the current framerate (not with the SCREEN FPS() command but with your own timer function, because the screen fps command has certain drawbacks), and divide the goal framerate by the current framerate. This gives you a buffer value, and you multiply all your movement values by this buffer value. So if the goal is 60, the current is 30, and your normal movement speed is 1, the buffer will be 2 (60 / 30 = 2), and then the movement speed will be 2 (1 * 2 = 2), making you move at double the speed at half the framerate.

Other things I noticed in the demo:

- The gun is still pointed below the cross hair

- I found that the camera's x angle determined the speed the user moved forward at. If Im right, this means what you're doing is moving the camera forward in the direction the camera is facing, and then placing them back down onto the ground. Thats fine if you want the user to walk slower as they look up or down, but in most cases, you'll want to be able to move at the same speed no matter what angle you're looking up / down at. (Example: You're shooting enemies above you while running forward, however the way you have it now, if you try to shoot the enemies above you, you'll slow down, and will be at a disadvantage, where as in real life you'd be able to run full speed even as you look up).

- The static noise in the beginning credits is really well done, however it lasts too long IMO. I think it should cut out right around when the loading screen for the main menu comes up, and switch to a background sound, something quiet and a little eerie, like being in the basement of a factory. But thats just down to personal taste, just saying it got a bit annoying.

- In the area where the FOV changes and you slow down, rightbefore that guy comes out of the wall, I noticed none of your sounds slow down. Id recommend switching all your sounds during that time period to another version of the same sound, slowed down to sound like its under water (switching to under water sounds is a common trick in the industry to simulate what you're trying to do).

- You can only reload when your entire clip is used up. Most gamers prefer to be able to reload whenever they want, to prepare for the next wave of baddies.

- The static screen effect you've got going works pretty well, except if you made it fluctuate it'd be a lot more effective. Having it fade in and out periodically, and using a random static texture from maybe 10 different possible static textures.

Thats everything I could find from the demo, I understand its just a demo and you probably had plans to change all of this stuff anyways in the future, but just wanted to point it out incase you didnt.

Other than that it was great, oh and the intro credits it should be "presents" with an s and a small p, not "Present".

- RUC'

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