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ThoughtWire Software
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Joined: 10th Aug 2010
Location: Inside your fridge, drinking your milk.
Posted: 3rd Mar 2011 19:25 Edited at: 5th Dec 2011 21:03
[center]

Developer:

- ThoughtWire Software -

Description:

Utilising styles like that seen in 'Sin City' this game is grey-scale; other than the colour red. This game relies heavily on in-game storytelling and bizarre places.

As of yet this game is very early in development.

Story:

A mysterious figure leads Edward Goering, former ranking SS member, through his own deluded sub-concious in an attempt to make amens for his sin. As he descends further through the recesses of his mind, his guilt turns on him. He fights desperately for survival, however, will he want to return to the world with the memory he holds?

"The human brain is the single most powerfull organ in the body. Every action you ever do is a result of processes happening within the brain. However Edward, you
are a living embodyment of somebody who should have this power stricken from his mind. In-fact, that is what I am going to do. You will seek repent for what you have done. I
will make you crawl along the depths of your un-controlled sub-concious till you find freedom... That, or death."


Screenshots:





Credits:

Team Member Credits:
Jonny at ThoughtWire Software - Level Design, Lead Developer
Ed at ThoughtWire Software - 3D Media
Other ThoughtWire Software team members - Creative Input (Story Writing etc)

External Credits:
Simon (TGC) - Stock weapons with hands
xplosys - (Holez)


| |
::ATTENTION::
| |


The first two pages contain mostly outdated screenshots, and therefore please skip to page 3. Unless you want to see how it has come along in which case, be my guest!

charger bandit
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 3rd Mar 2011 19:47
This looks promising and cool,I have nothing to add except say,work on it and give us more screens


Ertlov
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Joined: 18th Jan 2007
Location: Austria
Posted: 3rd Mar 2011 19:53
A good advise: Don`t release that in Germany XD

Come to where the madness is:
http://www.homegrowngames.at
ThoughtWire Software
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Joined: 10th Aug 2010
Location: Inside your fridge, drinking your milk.
Posted: 3rd Mar 2011 20:18 Edited at: 3rd Mar 2011 20:20
@ charger bandit Will do when I have some!

@ Ertlov Sounds like a plan! p.s. His grave sin is nothing to do with the war.

ThoughtWire Software

www.thoughtwire.co.uk
DarkJames
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Joined: 11th Aug 2009
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Posted: 3rd Mar 2011 22:23
A Team...and Almost Nothing custom?
Wow.

Bugsy
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Joined: 24th Nov 2008
Location: another place in time
Posted: 3rd Mar 2011 22:38
nice looking, but you spelled "rogue" wrong.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
ThoughtWire Software
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Location: Inside your fridge, drinking your milk.
Posted: 3rd Mar 2011 23:16
@ Dark James Please don't assume that because we have a team that all of us are working on this one project. Within the team 2 projects are currently being worked on. This project only has two people working on it. Also though it is almost un-noticeable; the pipes in the second screenshot are custom (though that seems minimal more models have been made, if you want to see some of the models made a previous project - which failed - look at this thread: http://forum.thegamecreators.com/?m=forum_view&t=181717&b=25) Also, the WWII media were the first entities/segments I gave a re-texture so naturally they were the first entities/segments to be placed in the level. Although I see why you replied in that manner and I hope this cleared that up.

@ Bugsy I knew somebody would say that! . I would like to point out that it doesn't say 'rogue' it says 'rouge' as in the colour (red). Easy mistake.

Hope this cleared any miss-conceptions up!

ThoughtWire Software -

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Joined: 14th Feb 2011
Location: Next to a keyboard
Posted: 3rd Mar 2011 23:20
@ Dark James Thanks for that man, I only personally spent hours modeling objects and UV mapping them for our last project only for the system to crash shortly after the release of beta 0.3, please go check our last thread, X10 The Compound if you really feel that there is no team here.

www.thoughtwire.co.uk
3D Modeller and Animator
DarkJames
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Joined: 11th Aug 2009
Location:
Posted: 4th Mar 2011 00:05
Its not by me Not believing you guys, it about that a project relies on Originality as well, so why dont you work on new texs, segment meshes,entities, and even if it takes months, then post a picture

i would love to see 1 worked screenshot than 10 fastly made Pictures

mgarand
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Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 4th Mar 2011 07:15
nothing wrong with the orinality, there are only a few games released with stock media, and they are not that good. I like the screens, and hope to see more

Good luck

AbdulAhad
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Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 4th Mar 2011 09:39
Quote: "there are only a few games released with stock media, and they are not that good. "


^^^http://forum.thegamecreators.com/?m=forum_view&t=173479&b=25^^^

One of the best FPSC games out there in my opinion! Stock weapons, entities, textures etc. Just the sounds were changed!

Abdul Ahad

born for game
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Joined: 24th Mar 2008
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Posted: 4th Mar 2011 12:11
More screens,please.


http://bornforgame.webnode.com
ThoughtWire Software
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Location: Inside your fridge, drinking your milk.
Posted: 4th Mar 2011 16:51
[center]Update Post 1:

Replies:

@ DarkJames I can see your point and screens including some custom media will be posted soon. It is currently being worked on by Ed at ThoughtWire Software. Thanks for expressing your concern though.

@ mgarand Hopefully the combination of stock and custom media will be better than the screens so far! Thanks for the compliment.

@ AbdulAhad I completely agree!

@ born for game Your need will be fulfilled later in this post.

Screenshots (Whoop):
I was going through the pre-made FPSC x10 example maps, and I found one that used water to create a reflective marble effect. So, I made some screens showing styles from a later part of the game being combined with this effect. There is also a screen showing it reflecting a few entities. Though these screens aren't great please remember that these were the result of testing. More in-game screens will be posted soon.

Grand Hallway - Marble Reflection Test:


Entity's - Marble Reflection Test:


More screens coming soon!

ThoughtWire Software -

www.thoughtwire.co.uk
charger bandit
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 4th Mar 2011 16:56
This looks pretty awesome! Just populate that hallway more,maybe a huge chandelier hanging from the ceiling in the middle.


Ed at Thoughtwire Software
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Location: Next to a keyboard
Posted: 5th Mar 2011 14:35
I'm already working on a chandelier,however I have been ill for the past couple of days so progress has been slowed

www.thoughtwire.co.uk
3D Modeller and Animator
JaredxD
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Joined: 13th Dec 2009
Location: Australia
Posted: 5th Mar 2011 23:42
Nice!
How do you get the marble floor to reflect like that!!

It looks great, nice job!

ThoughtWire Software
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Location: Inside your fridge, drinking your milk.
Posted: 6th Mar 2011 18:37 Edited at: 6th Mar 2011 18:39
[center]Update Post 2:

Replies:

@ charger bandit Well, that particular corridor is solely for a marble reflection test. However, there will be a similar room in the game with a chandelier.

@ Ed at ThoughtWire Software Good.

@ JaredxD It is an effect you can create using water. There is an example level that comes with FPSC x10 that has a nice example. Thanks for the compliment.

The Teddy Bear:
Here is a model for the game as shown in FPSC. There is also a knife (not shown). Thank you to Ed for creating it.


That's all folks!

ThoughtWire Software -

www.thoughtwire.co.uk
Dark Frager
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Joined: 16th Mar 2010
Location: The Void.
Posted: 6th Mar 2011 21:41
The bear looks a little bit like Pikachu and also looks a bit like it's made out of plastic. However the game looks good so far!


Sig image by 3bit.
ThoughtWire Software
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Location: Inside your fridge, drinking your milk.
Posted: 7th Mar 2011 18:12
@ Dark Frager Yeah, we are working on a re-texture.

ThoughtWire Software -

www.thoughtwire.co.uk
ThoughtWire Software
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Posted: 7th Mar 2011 21:52
[center]Update Post 3:

Teddy's New Texture:
Well, here is the teddy bears new texture (thanks to Ed). Looks better now but opinions are still valued! Here it is:



Working on more game screens and additional models! Will keep this tread updated as they are completed!

ThoughtWire Software -

www.thoughtwire.co.uk
ThoughtWire Software
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Posted: 10th Mar 2011 21:17 Edited at: 10th Mar 2011 21:53
[center]Update Post 4:

Level Structure:
After revising the previous levels to be visited in the storyline, the levels are now going to have themes based on the level of subconscious the player has been set by a mysterious figure.

First Level(s):
These few levels are based around the concept of regret. These levels will be based around revealing to the player what your character has done to get him into this state.

Second Level(s):
These are based on the concept of insanity. These levels will be abstract will be more fear orientated than other parts of the game.

Third Level(s):
Based around the idea of Acceptance of what he has done; this part of the game will be set around his decent into his deep subconscious in an effort find repent for his sin.

Fourth Level(s):
This is an extremely abstract part of the game. Areas in these levels will involve styles used in various other parts of the game funnelling down to conflict with a effigy of his sin. Earning repent and freedom to the real world upon it's defeat.

Screenshot:
This screenshot is a part of the beginning warehouse as it begins to morph into the next area (made this whilst listening to 'Breakthru' by Queen on an unrelated note). Here it is:


Thanks for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
Le Shorte
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Joined: 6th Apr 2009
Location: Wisconsin
Posted: 12th Mar 2011 21:56
Looks very promising!

I had an idea to do something like this but I thought it would take way too much time. Glad to see someone taking this task up

I reject your stereotype of Wisconsin and, in fact, live in a city.
Wolf
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 13th Mar 2011 00:20
Excellent! I like its unique look



-Wolf

God Helps the Beast in Me!
ThoughtWire Software
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Posted: 13th Mar 2011 22:42 Edited at: 13th Mar 2011 22:43
[center]Update Post 5:

Replies:

@ le shorte Thanks for the compliment! And yeah, I can see why it could be off putting to do something like this.

@ Wolf Thanks, it is nice to know I'm achieving the unique look I set out to accomplish.

Puzzling Puzzles That Puzzle People:
Well, the first level is completed. Although I am now trying to expand the playtime of the level by incorporating puzzles. I have already got one 'find the key' puzzle. But in all honesty, that is quite a terrible puzzle. I am trying to include several puzzle ideas I have had but no luck thus far. So, I want to know if anyone has any ideas for puzzles I can attempt to create that could be nice and involving for the player!

Screenshot
Here is a new screenshot of the final area of the warehouse level. Here it is (sorry for bad quality):



Thanks for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
ThoughtWire Software
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Location: Inside your fridge, drinking your milk.
Posted: 14th Mar 2011 21:03 Edited at: 14th Mar 2011 21:22
[center]Update Post 6:

Enemy Encounters of The First Kind:
Today I have been working on the first enemy encounter, however it may be being removed entirely and being placed in the second insanity based levels. I would very much like your opinion on the matter.

The Beams of Life:
I am of course referring to a new entity. Though it may seem simple, it is the first of the custom media for this game to utilise bump mapping. Here is a screenshot of it in action. It has not yet been re-textured for the visual style of the game yet. Here it is:



The Entrance Hall (screenshot):
After the induction mission based in the warehouse this is the first area of the second FPSC level (still in the first chapter of the game). Don't worry, it is yet to be populated with entities. It will also house the chandelier. Here is the screenshot:



A Late Vase:
As implied in the title of this section, this was added after the original post. However, that is really quite unimportant. This is a vase for use in the game (also to be re-textured for use in game). this entity however doesn't have a bump map. But it still look all right! Here is is:



Thanks again for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
2 Rogues
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Joined: 26th Dec 2008
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Posted: 14th Mar 2011 21:37
I am offended by your misspelling.

-ROGUE-

only kidding though.

Good luck!
ThoughtWire Software
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Posted: 14th Mar 2011 22:02 Edited at: 14th Mar 2011 22:03
@ 2 Rogues Lol, this has been posted before. It doesnt say 'Rogue' it says 'Rouge' as in:



It is the colour red not: a deceitful and unreliable scoundrel (google definitions). Hopefully nobody will post about this any more.

ThoughtWire Software -

www.thoughtwire.co.uk
DarkJames
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Posted: 14th Mar 2011 23:05
I saw that pot before use my Retex aswell Ask ed for it.

ThoughtWire Software
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Location: Inside your fridge, drinking your milk.
Posted: 15th Mar 2011 00:23
[center]Update Post 7:

Replies:

@ DarkJames Yeah, I like the re-texture. I will be definitely using it. They will both appear in the game (of course I will edit the textures to make them fit in with the style of the game). Big thanks!

In fact, here is your re-texture in game (no lighting in the screenshot):



Candelabra of Non-Cantankerous Wonder:
Well, Ed has made this new entity for the game. It will take pride of place in the main hall of the second level of the first subconscious chapter. However, I will post a screenshot tomorrow - hopefully - because it is currently being re-textured.

Thanks for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
Le Shorte
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Joined: 6th Apr 2009
Location: Wisconsin
Posted: 15th Mar 2011 00:54
When this is finished, I'll definitely be giving it a spin. The design looks really good and it's refreshing to see a lot of custom media!

I reject your stereotype of Wisconsin and, in fact, live in a city.
2 Rogues
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Posted: 15th Mar 2011 14:25
Quote: "It is the colour red not: a deceitful and unreliable scoundrel (google definitions). Hopefully nobody will post about this any more.

ThoughtWire Software -
"


That's why I posted "only kidding though"
Metal Devil123
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 15th Mar 2011 18:26
It seems I have missed alot... This looks really good! I like the artstyle you got going (you'll be doing the grey red thing for the vases too,right). Keep it up, looks really nice. Altho the sofa in the "Update post screenie 5" looks kinda unnatural. Would it really stay hanging like that or am I missing something? I tend to do that

Quote: "That's why I posted "only kidding though" "

Good save Just kidding.

ThoughtWire Software
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Location: Inside your fridge, drinking your milk.
Posted: 15th Mar 2011 22:18 Edited at: 15th Mar 2011 22:19
[center]Update Post 8:

Replies:

@ le shorte Good to hear, glad you like it!

@ Metal Devil123 Yeah, that sofa was removed a while after the screenshot was taken. Also, as always, it is nice to receive a compliment. Thank you!

Vase Re-texture:
Well, I have re-textured DarkJames's and Ed's coloured textures to make them fit in with the games style. Here you go!



That is all for now, will post more soon.

P.s. the chandelier may be in the next post, looking forward to your comments.

ThoughtWire Software -

www.thoughtwire.co.uk
ThoughtWire Software
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Posted: 15th Mar 2011 23:27
[center]Update Post 9:

A Manor Ain't A Manor Without A Chandelier:
Ed has completed the chandelier and I have re-textured it and made it FPSC ready. Here it is:



I really should have waited till this was finished and then put it all into one larger update post 8. Anyway, no harm done.

ThoughtWire Software -

www.thoughtwire.co.uk
Metal Devil123
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Location: Suomi, Finland
Posted: 17th Mar 2011 21:09
Looks really damn good guys. I love what you're going for. The second time I see this style being done in FPSC, hope this one goes further though.

ThoughtWire Software
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Posted: 17th Mar 2011 22:41 Edited at: 17th Mar 2011 22:42
[center]Update Post 10:

Replies:

@ Metal Devil123 Thanks for the compliment; and hopefully this one will go further than the last one you saw. Only time will tell.

Two More Screenshots!
Well, I have two more screenshots of the manor entrance area. Enjoy! Sorry for how similar they are.





Stock Re-Texture
I have currently re-textured and normal mapped the stock sci-fi container. It looks nice and will be included in a later level in the game.



Thanks for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
Metal Devil123
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Location: Suomi, Finland
Posted: 18th Mar 2011 17:53
Dang, the container looks nice! Really good job you're doing! I like the screenies too, the reflection on the floor still amazes me

Le Shorte
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Location: Wisconsin
Posted: 18th Mar 2011 22:46
Very nice!
The reflection on the floor is achieved by removing the ripple effect on the water, correct?

I reject your stereotype of Wisconsin and, in fact, live in a city.
ThoughtWire Software
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Posted: 19th Mar 2011 15:26 Edited at: 16th Apr 2011 12:32
[center]Update Post 11:

Replies:

@ Metal Devil123 Glad you think so!

@ le shorte Yeah, that is how to get the reflection effect .

Screenshot:
Here is a screenshot of a hallway that leads on from an atrium style room. Here it is:



Custom Segements... Well, almost:
Me and Ed have been trying to create custom segments. Unfortunately, when I try to import it I get the same result. See this thread for the problem in depth:

http://forum.thegamecreators.com/?m=forum_view&t=183028&b=33

::ISSUE SOLVED::

Thanks for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 22nd Mar 2011 11:47
In meantime, I'll get working on some more segments

www.thoughtwire.co.uk
3D Modeller and Animator
Metal Devil123
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Posted: 22nd Mar 2011 20:49
That room looks kinda low to have that chandelier there...?

ThoughtWire Software
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Posted: 22nd Mar 2011 21:22 Edited at: 22nd Mar 2011 21:23
@ Metal Devil123 Don't worry, the place the chandelier is hanging is over a lower floor. The corridor the screenshot was taken from is at the top of a staircase. It is weird but don't worry. It makes sense in-game

@ Ed at ThoughtWire Software Good to here!

ThoughtWire Software -

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 23rd Mar 2011 23:07 Edited at: 23rd Mar 2011 23:16
Okay, here is a segment mesh that I've just finished, textured and fully mapped. Only spent maybe an hour on the textures, I might do more work on them yet.

[center[/center]

(Rendered from 3ds max | 3 segments shown)

Feedback not only welcome but requested please -
Ed Andrew

www.thoughtwire.co.uk
3D Modeller and Animator
ThoughtWire Software
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Posted: 23rd Mar 2011 23:16 Edited at: 23rd Mar 2011 23:17
@ Ed at ThoughtWire Software The way the wallpaper is tiling. It looks quite weird. It is too obvious where the seams are.

I'd have sent you message this over steam but I was here and I couldn't be bothered loading it up .

ThoughtWire Software -

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 23rd Mar 2011 23:29
okay, working on that...

www.thoughtwire.co.uk
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Ed at Thoughtwire Software
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Posted: 23rd Mar 2011 23:45
Okay, how does this look?




Same shot,same textures, just edited the wallpaper a little in photoshop.

- Ed -

www.thoughtwire.co.uk
3D Modeller and Animator
Dark Frager
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Posted: 23rd Mar 2011 23:47
Looks much better now.


Sig image by 3bit.
Ed at Thoughtwire Software
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Posted: 23rd Mar 2011 23:50
@ Dark Frager

Thanks, always great to get feedback from diffrent people


www.thoughtwire.co.uk
3D Modeller and Animator
ThoughtWire Software
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Posted: 23rd Mar 2011 23:51
@ Ed at ThoughtWire Software Indeed, much better.

ThoughtWire Software -

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 24th Mar 2011 14:16
I'm just going to edit the texture a little more then it should be completly ready, after this I might start on some models. But what to model...


www.thoughtwire.co.uk
3D Modeller and Animator

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