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FPSC Classic Work In Progress / [x9] Into the Dark <FULL> (huge NONRESIZED pics inside)

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TheK
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Posted: 31st Jul 2012 16:25
...

I feel very sorry. It is a shame that this had to happen.

My condolences.

Greetings,
Jan

Skype name: thek491
The Storyteller 01
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Posted: 31st Jul 2012 18:16
My Condolences.

When I heard in the news today, that another victim from the accident died from his injuries, I kind of knew....

Don't really know what to say.

In case you find my grammar and spelling weird ---> native German speaker ^^
Hamburger
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Posted: 31st Jul 2012 18:56
My condolences too, I feel sorry for you Ertlov. I can't imagine what it's like to lose a friend like that...

[/href]

++New Products Being Uploaded++
Ertlov
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Posted: 8th Aug 2012 23:29 Edited at: 9th Aug 2012 17:08
INTO THE DARK AT GC 2012 in COLOGNE


The GamesCom.
100% pure madness on the "public" days.
Not much less madness on the business & press day.

Nevertheless, we are proud to tell that "Into the Dark" will be officially presented at the GC 2012 next week. What was taken granted in the good old days when we made Painkiller, is now a quite big achievement. I (and most, most likely loony, too) will be present on Wednesday, Thursday and Friday (15th to 17th August 2012) at the booth of the Company UIG (which will make the retail distribution in Europe) from Germany. They are located in the business area and Into the Dark will be presented hourly (!!!) live.

In addition to that, a GC Trailer is right now in the making. As well as the next levels for final beta testing. A few weeks more and Into the Dark will rock your PC (if you want)!





Come to where the madness is:http://www.homegrowngames.at
loler
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Posted: 15th Aug 2012 12:19
Sad to hear that, I hope you guys are fine.
I wish you guys the best.

I cant wait to play this game

its not a bug its a feature
TheK
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Posted: 17th Aug 2012 09:04
Hey there,

congratulations for making it to the Gamescom! Sadly, I won't be there as I'm on vacation right now, but I'll send my friends with cameras and stuff. Are cameras allowed in the presentation?

Greetings,
Jan

Skype name: thek491
Ertlov
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Posted: 19th Aug 2012 17:40
Hi Jan,

I didn`t get any "unexpected" visitors at the GC. The Into the Dark Presentation was at the UIG booth in Hall 4.2 - which was in the business area.

Come to where the madness is:http://www.homegrowngames.at
DarkJames
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Posted: 19th Aug 2012 22:35
I have to wonder... With such a plethora of modellers, 2d designers, and possibly programmers... Why do you still use FPSC? It seems rather ... I don't know...

------
Ertlov
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Posted: 20th Aug 2012 10:55
I use different engines for different projects. I created games with PKEngine, Wintermute, Unreal 3 and Unity, but for indoor investigation games there is no better Engine than FPSC.

Come to where the madness is:http://www.homegrowngames.at
Ertlov
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Posted: 21st Aug 2012 11:18 Edited at: 21st Aug 2012 11:18
And here for the Gamescom Assets:

Teasertrailer:



GC 2012 Screenshots

Facebook Updates


Come to where the madness is:http://www.homegrowngames.at
Ertlov
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Posted: 26th Aug 2012 22:55
New round of Beta testing starting on tuesday.

Storyteller, wolf e.t.c. - still in?

Come to where the madness is:http://www.homegrowngames.at
Ertlov
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Posted: 29th Aug 2012 11:30 Edited at: 29th Aug 2012 11:34
Sorry for multi-posting, but this is really new and exciting stuff. The first three Press Previews from magazines who have played or seen me playing into the dark at the GamesCom in Cologne are here.

Preview @ spieletest.at

Preview @ Adventurespiele.net

Preview @ gameothek.com

For all of you who don`t speek german a small summary:

Spieletest.at described it as the biggest surprise from this years GamesCom. Hell, we are talking about a journalist who came over from playing Starcraft II heart of the swarm and Assassins Creed 3, he then sees Into the Dark and for him it`s our game he`s looking forward to play.

Gameothek didn`t get (or believe) it is FPSC (although I held a long speech about how great the engine was developed further during the last years) and wrote that the engine delivers decent visual quality and some effects that even blockbuster games don`t have.

All journalists who have played the game or sat next to me when I played it, see the game as being among the best of the commercial games of its (specific) genre. And now I have to underline AGAIN that our games aren`t the best FPSC creations made, and for sure not the best FPSC creations possible.

So once again, my message is: You CAN compete with the big ones using FPSC, if you stick to general game and level design that suits our beloved engine. Go for it.

Come to where the madness is:http://www.homegrowngames.at
maho76
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Posted: 29th Aug 2012 18:56 Edited at: 29th Aug 2012 18:57
all about marketing & placement, johann.^^

you know that better than anyone else, dont you? ... whispers: remember painkiller... remember...


congrats. ITD seems to be really fun, thats the only thing a game has to be.

Ertlov
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Posted: 29th Aug 2012 19:05
I agree that I have the biggest share of experience in these fields, yes.

And yes, Painkiller...

...well, it was fun as long as it didn`t crash

Come to where the madness is:http://www.homegrowngames.at
Ross tra damus
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Posted: 31st Aug 2012 12:10
Congrats on the good reviews Ertov its great to see that FPSC does have some recognition out there.

All the best of luck with your work.
fallen one
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Posted: 1st Sep 2012 22:11
Is the B+W image the box art? that really needs a layer on top to colour everything, that's a seriously bad idea having no colour in the image.

How far is this from release? Im sure you said on another thread its due for shipping this month, the trailer shows what looks like 1 level, not multiple levels/environments, as one would expect for a full boxed game?


DarkJames
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Posted: 1st Sep 2012 22:37
Isn't entirely Black and White...

------
fallen one
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Posted: 1st Sep 2012 23:07 Edited at: 1st Sep 2012 23:10
OK, apart from that huge ugly red box that covers the really nice art, that for some reason is black and white.

Which reminds me, I once pitched a publisher an arcade machine about a Luna robotic suit that was malfunctioning, the game was in black and white because of the cameras malfunctioning, the player used a stepper device to walk, and was partway encased in the cabinet to give a feeling of claustrophobia, the internal suit in the game was running out of oxygen and much of the game involved frantically running to check points to re stock oxygen. Publisher hated the black and white idea, so the idea was never made.

My other good ideas was made by other publishers, interesting coincidence, I love reading about how good the art technique, gameplay mechanics, and concepts from games originally pitched by me, made by other people that I never got credited for nor see a penny from.


rolfy
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Posted: 2nd Sep 2012 00:51
I really hope this goes well for you Ertlov, you deserve it.

Awesome! Its one of those threads.
Wolf
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Posted: 2nd Sep 2012 02:07
Quote: "Is the B+W image the box art? that really needs a layer on top to colour everything, that's a seriously bad idea having no colour in the image."


I think it looks good. Like a cartoonpage meets B-Movie Film Cover. The image isn't black and white, it has elements of red, washed out red and rose on it. (just to point that out.)

You state your opinion as a given fact and it comes over a bit rude. If you have any experience in this particular field because:

Quote: "Which reminds me, I once pitched a publisher an arcade machine about a Luna robotic suit that was malfunctioning, the game was in black and white because of the cameras malfunctioning, the player used a stepper device to walk, and was partway encased in the cabinet to give a feeling of claustrophobia, the internal suit in the game was running out of oxygen and much of the game involved frantically running to check points to re stock oxygen. Publisher hated the black and white idea, so the idea was never made."


What kind of machine? Was this a 2D Arcade game? Publishers hate a lot because they base their opinions on marketvalue which derive from products that already sold not on quality or originality so maybe your game was good. It sounds boring though, I need to be honest with you .

However, cover art should have little color in my opinion. Most covers I know have a fix color palette or often only one color thats dominating the image. (Recent hits are blue and orange. (Cryostasis, Mass Effect 3, Battlefield3). In Fact: The Black Ops II Cover has the same colorpallette as Ivans Image here.

Quote: "My other good ideas was made by other publishers, interesting coincidence, I love reading about how good the art technique, gameplay mechanics, and concepts from games originally pitched by me, made by other people that I never got credited for nor see a penny from."


You can always indulge yourself a cookie and a cup of coffee for being the original inventor. Not sure why you brought this up here but you got me interested: Can you link me to some of your ideas that you have been credited for and do you make games (arcade machines included) for a living?

@Ertlov: I think that cover is great I like the image composition and the mutant reading hamlet there

Then again, I get art lessons for like 3 months now so that would rate my opinion more of a novice-opinion.

Well! I'll buy it on release, thats for sure



-Wolf

"This thread has been locked for the following reason: Too much EPIC" - Thraxas
King Cobra
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Posted: 2nd Sep 2012 06:02
This game looks amazing and very promising Ertlov!

Good luck with it. I'll buy it and play it.

Posts like these inspire me to improve my game and learn new things to make my game better. Thank you.

For you Ertlov!

Or a if you don't drink...lol...

Cheers and Beers...and good luck with this!

King Cobra
Ertlov
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Posted: 2nd Sep 2012 23:30
Quote: "My other good ideas was made by other publishers, interesting coincidence, I love reading about how good the art technique, gameplay mechanics, and concepts from games originally pitched by me, made by other people that I never got credited for nor see a penny from."


care to PN me who it was? I still have some power left to screw them badly if you want...

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rolfy
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Posted: 2nd Sep 2012 23:39
I too have had many ideas for games which were used by companies who never even heard of me but they were still my ideas and I would love for you to 'screw them over' for me, maybe you could grab me a few million in recompense

Awesome! Its one of those threads.
Ertlov
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Posted: 2nd Sep 2012 23:56
Point taken, but a shady character like old Ivan Ertlov would take the millions for himself.

No, I suppose fallen is talking about having pitched a game under NDA circumstances and still got ripped-off the ideas he had included.

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rolfy
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Posted: 3rd Sep 2012 00:14 Edited at: 3rd Sep 2012 00:30
I cant say many games out there now have unique ideas there are some of course but lets be straight they are few and far between, I wasn't being so flippant when I said that. Thing is unless they are used by company that you pitched to and within short time of said pitching you cant say someone didn't simply have the same idea and if this did happen it should only happen once and lesson learned.

I have always felt if your ideas are so good any company should be falling over themselves to take you on board if only to see what you come up with next, of course if some individual uses your ingenuity to pitch themselves and succeed then you have to ask yourself why it didn't succeed for you. Its the oldest one in the book to feel that others are always stealing your ideas and one of the first things you learn when working in creative industry of any sort, I could say my own ideas have been used by others and it would be true but its something I couldn't do anything about and to be honest not something I would want to talk about since it made me feel like a fool and not something I 'loved' to see going on, maybe thats why it doesn't ring true to me.

Anyhow I should shut up and leave now before this just turns into a flame war in your thread and goes completely off topic.

Awesome! Its one of those threads.
fallen one
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Posted: 3rd Sep 2012 00:48 Edited at: 3rd Sep 2012 01:23
Quote: "You state your opinion as a given fact and it comes over a bit rude. If you have any experience in this particular field because:"


Words are thoughts. I get to the point, and I make 'confident' 'statements', this is the opposite polarity to the valley girl speak that is the new normal for some of the younger generation, punctuated with unconfident 'like', and 'whatever', and ending with a higher pitch, as if asking a question.
Carly Rae Jepsen says you should 'Call me MAYBE' for clarification via a 'group consensus'. LOL

Yes, a fair number of years ago, I worked in the games industry both on commercial studio games and with my own game projects. After a long absence bar mooching round TGC forums Ive returned back from nothing to make mobile games and apps, Once I finish my next mobile app. Its back to were I left off, to develop a proper PC game, I may try with a MP fpsc game, (can you believe how good it is now, hell, you can actually make a game with it now then I may try a fps game on one of the id tech engines. (These free and cheap game engines are a dream, unlike the past when you had to go begging to a publisher. It will be nice to make something worth my while, selling mobile apps for 50p isn't exactly going to make one rich, though it has given me enough to be able to be in a position to pay for help.

Quote: "care to PN me who it was? I still have some power left to screw them badly if you want.."


If I ever get a game out worth a damn, I shall squeal like a pig, a few of the people I have worked with are now out of business, LOL, some have been promoted, and one, someone that worked for me who passed my work of as his own, the guy never made an art asset or programmed a single line of code runs a studio now, you wouldn't believe who he has got funding from.

On ideas, never signed an NDA, was just used as a mine for ideas on promises, but I will say, the game that got green lit by one publisher wanted it to be made into many sequels running for years, call me a conspiracy theorist, but the ideas in the game, socially and politically ended up in society for real, my game would have 'normalized' the financial and social position that people now face 'before it happened'. 'Designed' social engineering or coincidence? Make your own mind up. The game never got made though, the guy in publishing talked in circles, never discussed the financial recompense, so I walked away, If I hadn't Id probably be very rich by now and a very well known developer.

He actually needs dropping in it for screwing up a deal, as does a big wig at a game engine and game developer company, was a complete and utter awkward ass on the phone when asked about licensing, then after the call emailed me to take all references to their games engine from my web site (there was none), a week later a publisher wanted to front the 1.25 million usd for the engine, if that deal had gone through I would not of used the engine, he could of lost his employers a hell of a lot of money, perhaps he could of lost his job, but he still works there today and is known for being an ass, and still belittles indie developers. Recently at a indie conference, he broke up a speaker with his heckling, must pain him to have his employers send him out to sell their tech under the new indie dev revenue share license to the underlings.

Ive got loads of stories I could tell, but I dont want to hijack the thread as this is about Ertlovs game. But if I do ever find my feet, Id love to tell my developers story and give people a real insight on what trying to be a games developer really is about.

Questions for Ertlov.
How long did the game take, how many worked on it, did a publisher fund it, what kind of sales are you expecting?


Ertlov
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Posted: 3rd Sep 2012 10:54 Edited at: 3rd Sep 2012 10:57
How long did the game take?

almost 2 years now

how many worked on it?

3-5 people.

did a publisher fund it?


No, but publishers / distributors started to pay advances for certain territories / rights 2 months ago. The bidding from them started after our Top10 placement on IndieDbs Game of the Year votings - I can only recommend being present there.

what kind of sales are you expecting?

Worldwide 15 - 30k units.

PS:

"Recently at a indie conference, he broke up a speaker with his heckling, must pain him to have his employers send him out to sell their tech under the new indie dev revenue share license to the underlings"

I believe I know him

Come to where the madness is:http://www.homegrowngames.at
DarkJames
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Posted: 3rd Sep 2012 20:56
Hmm, I love your project, but I really have to say, I'm really dissapointed that you having a team, can't come up with your own media, or even so, a more developed engine. I know you said indoors in fpsc are the best, but if you have programmers or so on, you can have much more cooler and eye-candy designs with Unity, UDK or even, DBPRO. I haven't seen much custom models or textures on the screenshots you shown, so I'm curious, what did the 3-5 people do? design levels? It's not really good for more than 1 person to design levels in fpsc. And if you have scripters, they should learn how to program in other engines, so that you can have a more detailed game... If you are expecting to upjoin the 15-30k, well, I don't think an fpsc game is gonna cut it. I'm not saying this wouldn't happen, as I haven't played the game myself, but from what I see, it's a bunch of media from Bond's packs plus cutscenes and custom shaders, and a few nice scripts, but then again, if you really have a high-quality team, which can produce or could produce games in UDK [UDScript is the hardest script syntax I've seen so far.] I don't understand why I don't see more custom media, or a more varied enviroment, or just a whole other engine.

Just my two cents, and some curiousity I want to get out of my mind. I will problably buy it, the trailer had me with +18 movies, heh. [Though I wouldn't post the game here, since it breaks AUP 3.6]

------
rolfy
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Posted: 3rd Sep 2012 21:09 Edited at: 3rd Sep 2012 21:23
Stock media is commercial quality and if you really think using bond1's media is not good enough quality for a commercial game then yes go for creating your own by all means. Outside of this community there are very few who know where this media comes from and quite frankly they don't care, don't confuse cost with quality.
Anderson was a commercial game using mostly stock and made in excess of 20k so there you have it he knows what to expect other than that if you read more of the thread FPSC is only one of the dev tools they use and suits them for this purpose, people need to get over the hurdle of thinking if its cheap then its not quality, spoiled you all are.
I for one am glad that developers as serious as this group show us all how it can and should be done by having the right attitude (of course the right contacts in industry help too).

Awesome! Its one of those threads.
DarkJames
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Posted: 3rd Sep 2012 21:18 Edited at: 3rd Sep 2012 21:21
I just want to know who did what, not names. I just believe that such a team, in such a time, could have come up with something alot more custom than what I see from the video. I'm not "Spoiled", I'm curious, and I never said Stock or Bond1's stuff is not commercial quality.

Addendum

I also have never said this wasn't fit for "Commercial" Quality. I'm just curious about this, maybe in-game there will be much more surprises, script-wise and sound-wise. Time will tell.

------
rolfy
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Posted: 3rd Sep 2012 21:41 Edited at: 3rd Sep 2012 22:08
Quote: "I never said Stock or Bond1's stuff is not commercial quality."

Whatever you say I think the implication is there otherwise why even bring it up and I am not bashing you saying this.
The difference in thinking here is between hobbyist and business (they might actually enjoy using FPSC as well), in business it doesn't make sense to create something and incur extra cost when you don't have to. Particularly when media such as we speak of will have no adverse impact on sales whatsoever, if it were really bad I could see the point. I am also pretty sure that there will be a lot of custom work in this whether its visible or not and even it is only retextures it will still be there to tie design together.

In fact I think the whole reason they use FPSC at all is because of its ease of use and cheap media available.

Just to balance my opinion I disagree that indoors in FPSC is best, either works just fine, only scale is an issue and that actually affects both.

Whatever I really look forward to seeing what the final result is.

Awesome! Its one of those threads.
Ertlov
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Posted: 4th Sep 2012 00:18 Edited at: 4th Sep 2012 00:22
Quote: "In fact I think the whole reason they use FPSC at all is because of its ease of use and cheap media available."


Ad the scripting and the extremely fast prototyping and you sum it up well.

Quote: "if you really have a high-quality team, which can produce or could produce games in UDK [UDScript is the hardest script syntax I've seen so far.] I don't understand why I don't see more custom media, or a more varied enviroment, or just a whole other engine. "


I released games on Unreal technology. UDK is a toy for newbies, a tool for presentations or a first tool for bigger teams who end up buying the full Unreal license anyway. Almost ALL unity games out there on the shelves look very poor compared to really good FPSC creations. I even worked on Cry 3 and have to say that it`s by far harder to get an Amnesia mood in C3 than in FPSC.

Come to where the madness is:http://www.homegrowngames.at
fallen one
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Posted: 4th Sep 2012 00:30 Edited at: 4th Sep 2012 00:30
As you have other engine experience and have chosen fpsc other other engines, I would be interested in your views on how fpsc is better over other engines, I think it would be very useful for other developers to consider its strengths and weaknesses, as this can effect their games design/concept and help them choose the best strategy.


Ertlov
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Posted: 4th Sep 2012 11:35
Quote: "As you have other engine experience and have chosen fpsc other other engines, I would be interested in your views on how fpsc is better over other engines"


That`s only particullary right. I prefer FPSC for slow-paced investigation games. Anything from Call of Cthulhu to Amnesia is best done in FPSC, but I would NEVER start an open RPG, business simulation or freespace fighting game in FPSC.

Pros:

- Gigabytes of assets from mediocre to AAA quality at hand, most of them free or ridiculous low-prized.
- Therefore extreme fast prototyping possible
- Easy-to-use editor
- With a low ambience, high LMQ settings and decent textures, the lightmap renderer creates scary / lowlit / abandoned / spooky indoor environments by far more believable than Cry 3 and even better than UDK. In Cry3, no matter what you do, there is always something shining and reflecting and glowing popping up.

Cons:

- Square-based environment design as long you don`t create other segments
- Low renderer Performance (although meanwhile by far better than Amnesia)
- Bad "image" and "reputation" of FPSC creations
- ridiculous memory consumption
- no deferred renderer for visual astounishing dynamic lighting

Come to where the madness is:http://www.homegrowngames.at
PekelaarSFX
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Posted: 4th Sep 2012 13:34
I played it aswell. I mostly agree with ertlov.
I only encountered 1 somewhat troubling bug. When going to a green-screen, when i fire or aim with my sidearm, It will not work when i'm free to control myself again.

Its a state of mind.
Ertlov
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Posted: 12th Sep 2012 15:34 Edited at: 12th Sep 2012 15:35
We are still in debugging and creating the last assets for polishing up the last levels. However, a Pre-order on Amazon is at least possible in Europe:

http://www.amazon.de/UIG-Into-the-Dark/dp/B008OWPSAS

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Metal Devil123
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Posted: 12th Sep 2012 20:54
Nice, at last being European has paid off...

Have to see about pre-ordering!

Ertlov
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Posted: 18th Sep 2012 18:16
Just a small pic from the last level (WIP) because people kept telling we use only stock and MP stuff (which would be for me no problem, but it`s simply not true).



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Wolf
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Posted: 18th Sep 2012 19:44
Looks like you updated your basment with a bunch of fudging alienware!



-Wolf

"This thread has been locked for the following reason: Too much EPIC" - Thraxas
MintMarkus
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Posted: 19th Sep 2012 04:49
Amazing work! I can't wait to play it, i specially like how everything blends together.
Ertlov
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Posted: 19th Sep 2012 11:41
Thx a lot!

We cannot give every level a unique look, because - like you said - it`s important that it blends together, but we try to make a soft and believable transition from the first wooden hut to the SciFi levels in the end of the game.

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maho76
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Posted: 19th Sep 2012 15:52 Edited at: 19th Sep 2012 15:53
nice to see the shot, but... thats a big spoiler.^^

Ertlov
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Posted: 19th Sep 2012 15:58
really ???

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D0MINIK
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Posted: 19th Sep 2012 16:39
Looks outstanding!
The chairs are pretty small, but I suppose that's intended.

Keep it up

maho76
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Posted: 19th Sep 2012 16:44 Edited at: 19th Sep 2012 16:56
Quote: "really ???"


no.^^ i was wrong, hadnt in mind that you show lab/scifi setting before (maybe i only thought of hookers, boobies & undead nazis?^^)

sorry.

michael x
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Posted: 19th Sep 2012 23:09
that looks really good. but Im not going to say something stupid like[is this really fpsc] or [its looks as good as a udk game]. that is so damn lame to say. fpsc is a great game engine and that all need to be word here. time and time again great developers like Ertlov proves fpsc can do it. thank you Ertlov for showing us why you are a botb.

more than what meets the eye

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Ertlov
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Posted: 20th Sep 2012 01:32
There are better and more creative ones out here

However, thanks for flattering ^^

Come to where the madness is:http://www.homegrowngames.at
michael x
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Posted: 20th Sep 2012 03:36
yes but cant name them all. why would I? this is your time to shine.
so you are welcome.

more than what meets the eye

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Wolf
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Location: Luxemburg
Posted: 20th Sep 2012 13:02
Quote: " Im not going to say something stupid like[is this really fpsc] or [its looks as good as a udk game]. that is so damn lame to say."


Give that man a medal!

Quote: "Thx a lot!

We cannot give every level a unique look, because - like you said - it`s important that it blends together, but we try to make a soft and believable transition from the first wooden hut to the SciFi levels in the end of the game."


True! I was a tiny bit worried that you really just made a bunch of Metro Theater Pack based levels



-Wolf

"This thread has been locked for the following reason: Too much EPIC" - Thraxas
Ertlov
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Posted: 21st Sep 2012 19:44
Sir, you should already know me better - Metro Theater Elements are used in 3 levels, and only in 2 of them they are dominating.

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