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FPSC Classic Work In Progress / Mind Cage (X9 lots of screens and a demo soon)

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gorba flamingo
17
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Joined: 16th Oct 2007
Location: between crazy and all out insane!
Posted: 20th Feb 2009 07:49 Edited at: 24th Feb 2009 00:29
[b]DEMO http://files.filefront.com/13353059
It is the year 2020 an what began as a "war on terror" became one of the most gruesome and divided battles of human history. most of Eurpoe has crumbled due to border conflicts and large scale attacks on one another. You are an assassin, the best of the best. your job is to get behind enemy lines and destroy strategic targets.
Game will include the following
Single Player Campaign of 8 levels. (=done, =WIP, =not started.)
Level 1
level 2
level 3
level 4
level 5
level 6(it was deleted)
Level 7
level 8
Multilayer death match maps (feel free to donate one!)
Custom Content (feel free to donate demonic charicters of a high quality.)
and screens will now follow

i hope to finish this project and REALLY want to hear you'r ideas/ opinions about this game. thanks you!





[url=http://profile.mygamercard.net/gorbafletch]

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gorba flamingo
17
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Joined: 16th Oct 2007
Location: between crazy and all out insane!
Posted: 20th Feb 2009 07:51 Edited at: 20th Feb 2009 08:17
Check Out that awesome water and stylish level design! jk



[url=http://profile.mygamercard.net/gorbafletch]

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gorba flamingo
17
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Joined: 16th Oct 2007
Location: between crazy and all out insane!
Posted: 20th Feb 2009 07:51 Edited at: 20th Feb 2009 07:54


[url=http://profile.mygamercard.net/gorbafletch]

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Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 20th Feb 2009 10:00
Very impressive!

Something about the lighting in the 4th screenshots bugs me though; the sun (or the lighting from the sun at any rate) is too low in sky, and it doesn't match up with the skybox. Perhaps you could try moving the light up, increasing your lightmap quality a bit and even increasing the range of your 'sun' light even more.

Just a thought,

AE

Screaming Head Games
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Location: You dont want to know......
Posted: 20th Feb 2009 20:51
amazing! very few people can pull off outdoor lvls and make them look good.

(\__/)
(O.o )
(> < ) This is your bunny on drugs.
xplosys
19
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 20th Feb 2009 21:13
I really like the shots in the second post. You've nearly got it to blend with the city skybox. I wonder how it would look with a little fog? Very interesting work so far.

Best.

gorba flamingo
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Location: between crazy and all out insane!
Posted: 24th Feb 2009 00:11 Edited at: 24th Feb 2009 00:30
the demo has been uploaded

its a short part of the 2nd level and has been modified from how this area really plays out in the real game due to it.
if you play the demo please reply with the following ino to help me.



please note that there are some odds and ends that have not been addressed in this demo such as the win or lose game screens, the save load screens, and the in game huds, and the player soundset.
http://files.filefront.com/13353059

[url=http://profile.mygamercard.net/gorbafletch]
gorba flamingo
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Posted: 25th Feb 2009 00:33
0 downloads?
i thought it would have a little more attention than this.

[url=http://profile.mygamercard.net/gorbafletch]
Robert F
User Banned
Posted: 25th Feb 2009 00:43
I will download. The Screen shots remind me of a few levels from James Bond Quantam of Solace on the Xbox 360.


F0aMy
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Location: In my room, creating games... DUH!
Posted: 25th Feb 2009 18:30
Oh very nice!!!
I love the level creation... very creative

Keep it up, looks like a success!

[b]Foamy out!

Lean mean game creating machine!
Butt monkey
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Location: Scotland
Posted: 25th Feb 2009 21:00
Personally I was disappointed.

For a start I wasn't a massive fan of the menu screen music which really tore into me. It was so repetitive and the sound wasn't too great. I would have used something eerie and ambient.

The game itself looks ok. It's got some nice parts although sometimes your mix of media looks a bit odd (WW2 buildings around factories for example).

Character spawning at the start was a little clunky as you could clearly see the tanks popping into life behind you. I'd like them to come around the corner or something. The tanks were really cool by the way and I loved how you could pick up the minigun once destroyed. Some kind of indication that they HAVE been destroyed would be nice though (Explosion)?

The boxes were also poorly done. They also pop into life suddenly. Why weren't they there in the first place? Was it so that the player didn't shoot them by accident? Well that kinda failed because I could still destroy them meaning I couldn't proceed through the level. Why give something so important to the level limited health?

The robot at the end was cool but it looked very clunky. It had poor collision and I couldn't tell if it was dead or not. It didn't matter anyway because I had no idea what to do after that and got completely stuck. There's also a little part to the left of this area which produces MAJOR lag.

Also, the button to open doors is no enter. It's one of the number keys randomly.

It was OK. Not as well executed as I was hoping. Needs some work.
gorba flamingo
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Posted: 25th Feb 2009 22:07
thank you for the comments butt monkey @ all others
-i will look into making characters follow waypoints to make them come from corners and into where they need to be.
-the boxes were an add in because the actual puzzle couldnt work out in this short demo.
i don't know if anybody noticed but the tower that is hanging upright can be destroyed, in the actual game you shoot it with a rocket launcher and it will blow up. the roof will then via animation and scripting, take out the fence blocking off the train wreck. in this demo I've lowered the health and took away the explosion because again, it needs more work.
- ill look into the robot too, it seemed to work in the test game but in the build game its death animation seems to freeze. i may even make a new one.
- and for the robots i think ill make a decal to electric sparks to represent its death. i already have a variation that carries a missile and explodes when dead.
- the random number to open the door seems to be a build game error because i had it set to "enter" in the options.

thanks again!

[url=http://profile.mygamercard.net/gorbafletch]
Ishmell
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Posted: 26th Feb 2009 18:07 Edited at: 26th Feb 2009 18:12
Im not a fan of this game mostly coz it crashed at the title page for me.
gorba flamingo
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Posted: 26th Feb 2009 22:03
it would be helpful if you provided more info ishmell

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Arctek
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Posted: 4th Apr 2009 22:52
This has to be one of the most stylish X9 games I've seen on the forum by far! Keep up the good work!

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