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FPSC Classic Work In Progress / [x10] TWIN WORLDS

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science boy
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Posted: 21st Nov 2011 23:50 Edited at: 23rd Nov 2011 13:52
well guess its time to start myself a work in progress, and show some progress and to take criticism on the chin, but anyone who is negative and not constructive or bias or totally just narrow minded need not read on.

if you give criticism but of the constructive side or to give suggestions, then please feel free to do so.

anyway this is my work so far and a little bit of information on what each picture is about.

the story line is of simple lines.

1. kill things and gain in stature
2. get the girl and kill the baddie
3. become a hero of the world of twin worlds.

i created a world which has maps and places and all sorts of history. i created the world 22 years ago when i made my own role playing system so i have revamped it to p.c. and so the story will happen as you go along.

anyway the starting point is you enter an old cave aged 18, as a dare, and.................


an unquenchable thirst for knowledge of game creation!!!
science boy
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Posted: 21st Nov 2011 23:53 Edited at: 22nd Nov 2011 02:41
the levels will consist of

1. port tyranni mapped and done.
2. the fortress prison ot port tyranni
3. the dive to the ruined city under the ocean
4. the village of prynne
5. the catacombs to the never hills
6. the marshes of dead pilgrims
7. the journey to norharia nicknamed 'wilds of the wraiths'
8. the underworld of neversleep mountains.

this is a rough copy and may change but this is my layout of levels.

an unquenchable thirst for knowledge of game creation!!!
Wolf
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Posted: 22nd Nov 2011 00:03
Ah yes, a fellow roleplaying-game nut!

Your disclaimer about nonconstructive criticism is longer than your presentation, that might hint that something zany is on its way but I'm intrigued to see more.

However, I dont see any screenshots? The map looks very well executed though!



-Wolf

The right man with the wrong engine can make all the difference, doctor freeman...
science boy
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Posted: 22nd Nov 2011 00:03 Edited at: 22nd Nov 2011 02:42
images are lower down

an unquenchable thirst for knowledge of game creation!!!
science boy
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Posted: 22nd Nov 2011 00:09
@ wolf sad as it seems, not sure how to get the screenies straight up i only know the viewing way, but yes the zany start mention is about me seeing a lot of negative replies to people who have made effort creating. as to the intro, well it is one that keeps changing shape as i prefer to adapt as i go, a bit like tolkien did with lord of the rings, but i have not forgotten the rules of great gaming, but when i am near completion the refinements will surface.

but thank you so far a to you wolf

an unquenchable thirst for knowledge of game creation!!!
science boy
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Posted: 22nd Nov 2011 00:13 Edited at: 22nd Nov 2011 04:09
i will release a one level demo at some stage in january, just making a deadline, so i am motivated.

an unquenchable thirst for knowledge of game creation!!!
unfamillia
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Posted: 22nd Nov 2011 00:41 Edited at: 22nd Nov 2011 00:42
Hi SB,

You have helped me in the past and I will always extend a helping hand to a fellow X10 user.

All you need to do in order to get your screens up in your post is upload them to your favorite image site (imageshack for me)

Then copy the direct link. Paste this into your post, highlight the text and click the image button above the smilies.

I have done it for you this time





Unfamillia


science boy
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Posted: 22nd Nov 2011 00:43 Edited at: 22nd Nov 2011 01:37
ok cheers and sorted.

@ unfamillia

an unquenchable thirst for knowledge of game creation!!!
science boy
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Posted: 22nd Nov 2011 01:07 Edited at: 22nd Nov 2011 01:30
attempting image.
[img]

an unquenchable thirst for knowledge of game creation!!!
science boy
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Posted: 22nd Nov 2011 01:16 Edited at: 22nd Nov 2011 01:30
[img]

an unquenchable thirst for knowledge of game creation!!!
science boy
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Posted: 22nd Nov 2011 01:18
[img]http://

an unquenchable thirst for knowledge of game creation!!!
science boy
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Posted: 22nd Nov 2011 01:22 Edited at: 23rd Nov 2011 23:21
just so you know this is a test,the room is for character testing shaders, as in this is not a game made room. just a mini map that takes seconds to load up, which speeds up testing and stuff.
[img]null[/img][img]

an unquenchable thirst for knowledge of game creation!!!
budokaiman
FPSC Tool Maker
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Posted: 22nd Nov 2011 01:23
Looks good, though the shine on the upper right corner of the map seems unnecessary.

You may also want to use thumbnails for your images, to keep the page from stretching. To use thumbnails, just add ".th" before the file extension in your image code.

It would look like this




Who says famine has to be depressing?
science boy
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Posted: 22nd Nov 2011 01:24 Edited at: 22nd Nov 2011 01:32
this is a possible layout, one of many, when i get all the parts together i will come up with a final layout, until then feel free to suggest
[img]http://

an unquenchable thirst for knowledge of game creation!!!
science boy
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Posted: 22nd Nov 2011 01:35
@ budokaiman cheers dude i was in two minds about the shine, but i never made up my mind, so i think that a first constructive criticism has come into fruition and made a deciding factor to lose the shine.

cheers

an unquenchable thirst for knowledge of game creation!!!
science boy
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Posted: 22nd Nov 2011 01:44 Edited at: 22nd Nov 2011 01:45
here i have a mummified corpse transformed from a zombie ( re-skinned )
[img]

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science boy
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Posted: 22nd Nov 2011 01:52
and here is a re skinned blue dragon guard

[img]http://

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science boy
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Posted: 22nd Nov 2011 04:04 Edited at: 22nd Nov 2011 04:05
ok the streets of port tyranni

[img]

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michael x
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Posted: 22nd Nov 2011 07:20
your game is looking amazing so far. can't until you dress up back ground.

more than what meets the eye

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science boy
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Posted: 23rd Nov 2011 13:56
@micheal x, cheers dude, i aim to get a playable demo 1 level only out for january, so keep a look out for it, i will add little videos here and there to show the neg heads you can do a good level without frame loss etc. x10 is good like that.

although apparently x9 is getting some interesting mods coming out which will speed up x9 completely, anyway cheers and will keep this thread updated as much as possible.

(i been quietly working away at x10 for 3 years so a lot of media is already there, so i should be ok with the speed of things)


an unquenchable thirst for knowledge of game creation!!!
Wolf
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Posted: 23rd Nov 2011 22:12
Looks solid in terms of visual effects. I see that you have been putting some time into making shader effects and retextures. However, the rooms are absolutely empty. I would suggest to add a few details. You should spend at least one or two full hours on one level. (No need to rush, you dont have a release date...one of the benefits of being a hobbyist )

Here is a tip: Try swapping those yellow lights with orange/yellowish colors. This would look a ton better



-Wolf

The right man with the wrong engine can make all the difference, doctor freeman...
science boy
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Posted: 23rd Nov 2011 23:28 Edited at: 23rd Nov 2011 23:38
wolf, your a star, and i should of mentioned, the room is a test room, as in basic quick lit room for testing character shaders etc. its just quicker that way, then when i have done them they will go on the shelf ready for placement in my maps.

cheers for the tip on my night port scene will give it a toot in a short while.

and your right on the taking time. i am impressed on your speed of one level, and loving your work on your new game, have a for inspiring me and others

an unquenchable thirst for knowledge of game creation!!!
Desecrated Studios
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Posted: 25th Nov 2011 19:56
Looks very nice man! If you don't mind me asking, where did you find those house models? Or did you make them yourself? Either way, your game looks great. I do agree with Wolf and that it seems a bit empty, but like you said it was just a test. I suggest maybe adding some NPC's to talk to in the street level and just maybe some things you would normally find on the street..
Butt monkey
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Posted: 25th Nov 2011 21:07
It's looking good - I think you should stray away from something like the first HUD you showcased, as it really obstructed the screen. I think the second looks much better, but I'd go as far as removing the parts in the upper left. The circular health icon seems like it would be perfect on its own, unless the other parts aren't absolutely necessary.
science boy
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Posted: 25th Nov 2011 22:10
@ exu cheers dude and on the case with the streets, as to the houses, medieval pack 20 or 21 has them all,

@ butt monkey ( like the name ) bruce almighty im guessing, you are right, i am in 8 minds on how to present the huds so i am messing with them and seeing what works, the thing is i will have a compass and i have images of the enemy flash up when they spot you i will show what i mean, which is a nice touch but maybe i can move it or shrink itplus need health money etc and shield/ armour too, and spells etc, so there is a lot so i need it to look organized, but i am sur i will find a way around it all.




cheers all for good top input

an unquenchable thirst for knowledge of game creation!!!
gwheycs62egydws
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Posted: 24th Feb 2012 14:12
@science boy

I was wondering any progress on release a demo ?

even a video would be nice to see ;o)

to move side ways - is to move forward
Since a Strait line gets thin fast
science boy
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Posted: 16th Mar 2012 18:00
hey there will start on the demo next week been snowed under with work and life chores, as soon as i can i will do a level demo

an unquenchable thirst for knowledge of game creation!!!
gwheycs62egydws
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Posted: 16th Mar 2012 20:55
@science boy

I understand things happen

to move side ways - is to move forward
Since a Strait line gets thin fast
unfamillia
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Posted: 17th May 2012 14:19
Science Boy

Are you still working on this mate?

I was looking forward to seeing something nice come from this.

Unfamillia

[url=www.touchoffear.webs.com][/url]
science boy
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Posted: 18th May 2012 00:21
hey there yes, just been doing 60 hour weeks, but i am still on it i have a day off tomorrow no course work either or any plans so i think i may have an update for you if i get my arse into gear


cheers for the kick up the arse resourceful and unfamillia

an unquenchable thirst for knowledge of game creation!!!
gwheycs62egydws
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Posted: 18th May 2012 02:08
@science boy

sorry to hear you work 60 hours per week

I had one job I last at for about year ware I worked that much ;oP

from my point of view take the day off rest ;o)

to move side ways - is to move forward
Since a Strait line gets thin fast

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