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FPSC Classic Work In Progress / Community Game/Dark City

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seppgirty
FPSC Developer
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Posted: 7th Mar 2017 23:19 Edited at: 13th Mar 2017 22:35
Dark City (WORKING TITLE)

Is a RUN AND GUN shooter about a good cop "Jack Logan" in a corrupt and crime riddled city trying to take down the most notorious criminal Dark City has to offer. "Eddie The Octopus Malone" Fight your way through 5 levels of this action packed shooter.

WARNING: contains adult language, violence.

This is a community game so all are welcome to join in.

PEOPLE WORKING ON GAME SO FAR:
ncmako
pain
arrojar entidad y que explote
seppgirty
FIRST SCREEN SHOT BY NCMAKO. THE LOADING DOCKS
gamer, lover, filmmaker

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Madcow02
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Posted: 8th Mar 2017 00:39 Edited at: 8th Mar 2017 00:40
Aight, since I have launched the idea then left you like a prick and because of this I'm ashamed (no kidding), I'd like to do a map for it. Can I join and make a map ?
seppgirty
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Posted: 8th Mar 2017 03:39
@ madcow
yes you can buddy. chose between the prison or the warehouse level
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Madcow02
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Posted: 8th Mar 2017 08:07 Edited at: 8th Mar 2017 08:08
The prison.

Can you make me a brief summary about limitations ? I mean, can I use custom media, shaders... ? Is there a storyline ? (Ie : should I make the player begin in a cell).
seppgirty
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Posted: 8th Mar 2017 23:13
Most of that info is in the google docs.
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Madcow02
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Posted: 9th Mar 2017 10:02
But I don't know where to find such files.
ncmako
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Posted: 20th Mar 2017 02:23
@ Madcow02 Did Pain add you yet to the Google Drive files?

@ seppgirty Just uploading "level 4" second test build. Much better now after overhaul of floor segments.
Scripts are mostly done and putting finishing touches on everything.
Attached a quick pic of final level4 "Eddie's Office" ....
My games never have bugs. They just develop random features..
Lots and lots of random features...

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Mriganka
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Posted: 20th Mar 2017 07:51
@ncmako Looks awesome!
seppgirty
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Posted: 21st Mar 2017 12:57
@NCMAKO

madcow dropped out again. right now it's just you, me, and arrojar working on this.
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Mriganka
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Posted: 21st Mar 2017 18:03
@seppgirty Although I dropped out of this project I just wanted to ask, how do you envision the prison level to be? I made this section that may be used as a hallway in that level. What do you conceptually think about it?

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seppgirty
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Posted: 22nd Mar 2017 22:12
Quote: "@seppgirty Although I dropped out of this project I just wanted to ask, how do you envision the prison level to be? I made this section that may be used as a hallway in that level. What do you conceptually think about it?"


A prison would be concrete and steel. I don't know of any prisons that have waynes coating and designer lights.
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Mriganka
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Posted: 23rd Mar 2017 07:26
@seppgirty I meant the layout. I forgot to switchover the textures and objects. I am going for each floor to be 2x2x2 segments to give a sense of verticality. And the 1x2 windows for isolation chambers or sorts.
seppgirty
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Posted: 11th Apr 2017 00:14
I've started the warehouse level
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seppgirty
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Posted: 11th Apr 2017 00:16
Another pic of Warehouse level
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Mriganka
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Posted: 11th Apr 2017 18:26
@seppgirty I think the environments should be taller (personal opinion) as the height of segments is about only 8.3 feet.
seppgirty
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Posted: 15th Apr 2017 14:13
Another shot of inside the ware house. Adding the main shelf units.
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ncmako
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Posted: 23rd Apr 2017 19:41
Nice pics seppgirty, looks great!
I like the open setting. Those screen shots, did you re-texture everything
or is that with the shaders ON ?
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
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Posted: 23rd Apr 2017 21:06
Quote: "Those screen shots, did you re-texture everything
or is that with the shaders ON ?"


That is with the shader on. The catwalk is from the scifi pack. I made the shelves myself. Tried to make them as low poly as i could. I found that the sincity shader turns yellow to red. Also, it doesn't seem to work with dynamic objects.

glad you like it.
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ncmako
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Posted: 23rd Apr 2017 21:29
@ seppgirty
Quote: ", it doesn't seem to work with dynamic objects"

Yes, I noticed that also, but not a problem since we're using the sin-city shader.

I too am going thru all my media and reducing when possible (mostly the textures)
But I like the "cat walk" looks great with the red
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
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Playing: MAFIA 2
Posted: 1st May 2017 01:14
Looked at the picture from eddies office, pretty cool but You can see the polygons on the left and right Character, try the fastbone shader on these Characters and it shourld look round and smooth. If that doesnt work its a model problem and vertex, model needs to be cleaned (optimized)......
ncmako
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Posted: 7th May 2017 20:05
Working on Level 5 now. Scrap (junk) yard done. Adding thug's and scripts slowly.
Noticed that the built in screenshot doesn't capture the Reshader effect?
My games never have bugs. They just develop random features..
Lots and lots of random features...

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seppgirty
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Posted: 7th May 2017 23:03
Good looking pics.
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Mr Love
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Posted: 8th May 2017 11:17
Looks good ncmako. That gate gives Me Half Life 2 vibes! But the area looks very small, are You not going to build it bigger? And perhaps a fence around it all wourld do the trick...
Mriganka
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Posted: 8th May 2017 14:19
I dunno why but I get this feeling that we can make a Stalker-esque looking game in this engine (if textured and lighted right). That is what I think about the pics @ncmako.
seppgirty
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Posted: 13th May 2017 15:53
Just a few adjustments and the warehouse level is done. A couple more screen shots.
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ncmako
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Posted: 15th May 2017 11:04
Looks great seppgirty When you get a chance send me the "Amber Summers" model.
My games never have bugs. They just develop random features..
Lots and lots of random features...
ncmako
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Posted: 22nd May 2017 10:38 Edited at: 22nd May 2017 11:26
@ seppgirty & everyone
I got "Amber Summers" rigged up for my level. Everything is coming together now. Just debugging scripts and working out little
problems. Here's some quick in play pic's ( I found Frap's takes screenshots and retains the shader effect )
I did one quick build and quickly found out I had to change some stuff around ( mostly lighting )
Hope to post a working build this week on Google Drive...
Here's a quick vid showing a little game play. You can't see the rain (post-process rain) but it is there.
My games never have bugs. They just develop random features..
Lots and lots of random features...

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seppgirty
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Posted: 23rd May 2017 00:41
You can see the rain in the pics. the level is looking great. can't wait to try it.
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Mriganka
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Posted: 23rd May 2017 05:46
@ncmako Great job! This feels so amaizing and the level design is so innovative. After completing this project, if you have any time, I got a few concepts in mind.

@everyone I have put my level in a temporary hiatus because my end semester exams are going on now, I will post my work after June 2nd (my exam ends that day).
Mriganka
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Posted: 26th May 2017 18:41 Edited at: 26th May 2017 18:43
Update

My previous map's lightmapping got busted, as in - my deleted lights wont delete from the build and run altho I they are not present in the editor. Also, the city level was removed and instead a hotel level was done. So, I have thought, why not integrate them both and the following screenshots are the result. I intend to add some more environment items and change the default lighting a bit (make it purple) and change the skybox to a night one.

For the exterior part I have made a small sewer system to get around and find additional supplies (hugely inspired by Dishonored and Deus Ex).

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ncmako
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Posted: 27th May 2017 00:08
Mriganka Fantastic work Looks sweet ! ! !
As for the "light build" problem...when making changes to lights I tend to delete all files in the levelbank\testlevel folder ( it's safe to delete all the files in there, but don't touch the "Level1.zip" file)
This will force a new light mapping to build with the next "test run" or "build" you make. When you get it just right the way you want it,
clean out that folder, do one test run, then your build, and you'll noticed a smaller build size to boot
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
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Posted: 27th May 2017 03:26
Lookin' good man. Great to see your progress.I'll post the police car i used in your levels folder. that way we have consistency in the levels. Keep it up.
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ncmako
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Posted: 9th Jun 2017 11:29
Seppgirty
Here's a test of Eddie's death scene, let me know what you think and any thing different?
This will play out up high on a building or crane type structure.

My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
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Location: pittsburgh, pa.
Posted: 9th Jun 2017 12:42
I see you have been paying attention to Bugsy's animation tutorials. I really like it. Do you have a rough demo of the level you could let me try? just to see how it flows to this point.
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Mriganka
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Posted: 10th Jun 2017 05:59
@ncmako Do you think the last level would be a bossfight or would you make this scene in the top of the crane in the junkyard? It would be great if the player goes first to his office ti find out that Eddie has taken the girl hostage and has taken her on top of the crane.
ncmako
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Posted: 10th Jun 2017 15:23
@ Seppgirty Just uploaded a rough demo. Worked all night to get music tracks somewhat right.
Still a lot of bugs to work out. Some "thugs" not reacting fast enough yet, will look into it.

@ Mriganka
Quote: "It would be great if the player goes first to his office "

Exactly what I was thinking Will put in an office next with some cut-scenes. This demo is missing that part.
Don't worry, will work on that today.

Yeah, with the longer summer days, getting a little less time to work on this in the evening.
So I'm working extra on the weekends
My games never have bugs. They just develop random features..
Lots and lots of random features...
ncmako
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Location: Hendersonville,NC
Posted: 11th Jun 2017 16:33
@ Seppgirty
Uploaded an "updated rain" script. Should (???) work better now.
Added some comments
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
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Location: pittsburgh, pa.
Posted: 23rd Jun 2017 21:48
A couple of pics in the hotel level. Not gonna give to much away.
gamer, lover, filmmaker

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Mriganka
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Posted: 23rd Jun 2017 22:10
@seppgirty Could you include an exterior area or would you include it as a cutscene?
seppgirty
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Posted: 24th Jun 2017 01:37
@ mriganka

not sure what you are asking.
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Mriganka
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Posted: 24th Jun 2017 04:38 Edited at: 24th Jun 2017 04:46
Like a parking lot or an alleyway. For an outside to inside transition.
seppgirty
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Posted: 24th Jun 2017 13:54
Cut scene.
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ncmako
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Posted: 2nd Jul 2017 16:53
@ everyone up loaded a splash.avi to google drive in the "Other" folder. See if you guys like as
a "splash" screen. (its 11megs will try and reduce) Working on a menu background look.
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
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Posted: 3rd Jul 2017 18:33
Hmmm... I like the graphics.Very well done. Now, are we calling the "GAME COMPANY" Dark City? I was thinking that the game would be called Dark City and that this chapter is "Grip of the octopus." (working title) Was thinking the the company could be called "TGC community games" or "Bamber's Boys games" Would really like your guys input.
Really good work ncmako. Keep it up.
gamer, lover, filmmaker
ncmako
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Posted: 4th Jul 2017 02:48
@ seppgirty
Quote: " are we calling the "GAME COMPANY" Dark City?"

No, no...everything I do is a "place holder" until decided upon later on
I like " TGC community games" ... but after thinking about it, is your story we're using
actually a series ??? (more is yet to come..hmmm) Kind of like Stephen King work.
Could this be "Dark City Series - Grip of the Octopus"
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mriganka
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Posted: 4th Jul 2017 06:00
^ I like the name Dark City Series - Grip of the Octopus. If this is used then we better release the chapters episodically.
seppgirty
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Posted: 4th Jul 2017 20:48
I would like to think that our game is one chapter in a series. Just for example... Say mriganka wanted to do his own separate game in the Dark City series. He could do a game where you play as a bad guy. Johnny "The Fist" O'Hara. A young thug who is working his way up the Malone crime family ladder by robbing banks and taking out opposing gang leaders. The game would take place in the Dark City universe. There's a ton of ideas you can come up with when you develop a world.
gamer, lover, filmmaker
ncmako
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Posted: 5th Jul 2017 01:46 Edited at: 5th Jul 2017 02:03
@ seppgirty
Quote: "Dark City Universe"

Ah yes, I really like the tune of that phrase Is that it ???
Or, Dark City Memories? Dark City Chronicles...?
I can see this going many places. You decide.

Oh yeah, almost forgot. Check out this link. From 2012, meows needed a multi-game launcher
for 5 games. Exactly what we're looking for! Zombie Killer made the program. Look about half way down.
https://forum.thegamecreators.com/thread/195895
It perfect for us, Each Level has to be complete before next level. One catch, we need to figure out a way
to write to a simple file after the level "win" to unlock next level.
Ask in the DP Pro forum if anyone remember this? Or can help out?
My games never have bugs. They just develop random features..
Lots and lots of random features...

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Mriganka
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Posted: 5th Jul 2017 07:05
@ncmako The models provided my arrojar (ie the vehicles you used in the junkyard level) are models and textures from the STALKER games. I recommend you change them.
ncmako
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Posted: 6th Jul 2017 21:47
Mriganka Are you absolutely sure about this ??? Can you send me a link to something?
This would mean I have to change everything
My games never have bugs. They just develop random features..
Lots and lots of random features...

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