Does Anybody Want To Create A Fan Game?

Post » Thu May 26, 2011 11:14 pm

Quinjet:The images of your project look great, good luck with it.All:Here are some screenshots of the first (intro) level. Textures are adapted from ones available in FPSC, but I am working on some more original ones. Models are ones available in FPSC, if anybody has models that we can use, or want to create some, let us know![img] http://sites.google.com/site/chrismorganstuff/LFlevel1sc1.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/LFlevel1sc2.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/LFlevel1sc3.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/LFlevel1sc4.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/LFlevel1sc5.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/LFlevel1sc6.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/LFlevel1sc7.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/LFlevel1sc8.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/LFlevel1sc9.jpg [/img]Let me know what you think.Nyarla:Would you like me to email these to you directly?Chris.EDIT: Im sorry to all but I just cannot seem to get the links to work properly. But when the file screen comes up, click the 'similar file' link to see the pics.
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Adam Baumgartner
 
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Post » Fri May 27, 2011 9:43 am

It's great to see that mapping has started.I checked the screenshots but I would like load the map itself to know how does it feel to move around in it.Hopefully I can open it with my version (1.04) of FPSC. Is it big? Could you upload it somewhere?About the lighting.Could you make the flat bright? I imagine that the darkness is there to cover the emptiness of the place, but is it that bad with the lights on?There should be a contrast between the mansion and the starting environment.I think we should also badly need some windows to open air. And if the windows are facing another building you don't have to create a big vista, which is probably impossible in FPSC anyway. Another way to create windows without the chore of making a view is by using a sloped roof with windows facing the sky. Probably we should put some city noises there for background.If it looks artificial in the light you can make the room smaller and put more junk in itA ladder for example, to justify how the protagonist opens his windows. :)"Would you like me to email these to you directly?"Not necessary.By the way I have a suitable recording (from Youtube) for the storm sounds to surround the mansion with.
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Sheila Esmailka
 
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Post » Fri May 27, 2011 12:44 am

@esepablo ; The game will be coming out February 2010 along with expansion packs in the following months.Yeah, those screenshots were rather dark on my screen too.
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Lizbeth Ruiz
 
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Post » Fri May 27, 2011 3:25 am

Here is the link for the first version of the intro level. Nothing to do at the moment, just move around and look at things. http://www.sendspace.com/file/m1f1ch In this .zip file there is an .exe of the level and also the .fpm file. The .fpm file is the one that you open up within FPSC, however I do not know how it will work in yours since I have used some stuff (like the newspaper, and the wall picture) that I created on my computer, BUT, in the .zip file is a folder called (I think) 'files' which should contain all the stuff used in the level, so have a look.The flat can be brighter. I made it dark for the mood. Darkness seems to feature a lot in Lovecraft's stories (as it does in lots of macabre/horror fiction), also since our protagonist's life revolves around the 'supernatural' I thought darkness was quite fitting. Also having spots of light hilights objectives in the level e.g. the newspaper is on a lighted table.I think big vistas are problematic in FPSC depending on the power of the computer, but yes they should probably be avoided. We can have transparent windows and a building, or more accurately a wall, opposite. If this is the case though, I think we should have the intro level as a night time setting. Set the ambient light in the level down to 0, and just have some bright lights in the flat. I dont think sloped windows are a possibility in FPSC unless we create a new model. Windows facing another building are best. Regarding city noises, what did you have in mind? Remember its the 1920's and if it is at night, all these things will determine the background sounds. Regarding extra junk in the flat. Its a good idea. I am going to work on more wall/floor decal's as well, so hopefully that fill up the place too.Can you provide me with a link to the youtube video or the sound so I can have a listen please? You may also find the following link useful for soundshttp://www.findsounds.com/This is an excellent resource for sounds.To all:Download the file and let us know your feedback. If anyone would like to help out in anyway, get in touch.Chris.
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MatthewJontully
 
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Post » Fri May 27, 2011 1:13 pm

I tried the intro level you created and I think it's pretty good. The only problem is that it feels too empty."Regarding the city noises, what do you have in mind?"If you want the level to take place at night, I would ditch the idea of city noises. Instead there could be cricket chirping or the radio could whisper something in the background or play eerie music.Here is a link for the thunderstorm sounds (unedited yet, maybe we should apply a muffle effect on it so that it sounds like it's heard through the walls of the mansion):http://www.sendspace.com/file/6urnioThanks for the findsounds link.
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Ludivine Poussineau
 
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Post » Fri May 27, 2011 12:07 pm

I agree with you, the room does feel empty, the question is how to fill it? I think we could either make it smaller, or introduce false walls, or introduce more 'junk' as you suggested earlier. Since rooms in FPSC are created in blocks, we could take a 'block' length off each side, but I tried that and it made the room seem too small. Alternatively we could take a block 'length' of one side, but that would result in the room being uneven. I do not know how the false walls will look, but we can investigate that, and it might be a possibility. Overall I think the best option is to introduce more junk into the room, to that end we may need to look for models on the net. A few of the FPSC dedicated sites do have free models to download, and I have downloaded a model pack that includes a bookcase, and a fireplace, so we could use those, although, a radiator might be better.In terms of nightime noises I prefer the radio to play something, but I especially like the idea of wind blowing. Are you able to find some long wind blowing sounds? Below is a link to a song called 'Dancing Cheek to Cheek' that you may have heard of, but this version has a real 1920's sound (though I would not know the difference between a 1910's, 1920's, and 1930's sound!) to it.http://sites.google.com/site/chrismorganstuff/Home/dancingcheektocheek.mp3I really like the thunderstorm sound, but your right it needs to be edited, I heard a car horn at two points! :lol: A muffle effect would be good, along with additional rain sounds, or maybe we could alternate them.Let me know what you think. Im going to be working on the textures for the flat, Im thinking of three-five different wall textures i.e one theme, but three-five variations, and two or more floor variations, and one ceiling variation, and then introduce more wall fictures e.g. paintings. Could you investigate sounds for the level, and more models?Also, were you able to open the .fpm in your version of FPSC? If so, feel free to play around with the level design, and send me some pics if you come up with anything good.Im pleased that things are going ahead :) Chris.
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helliehexx
 
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Post » Thu May 26, 2011 10:44 pm

Hi All,Since nobody has posted anything here in the last few days, I thought I would post what changes I have made to the first (intro) level of the game. The changes are just texture related at the moment, and below you will find a new set of game pics:[img] http://sites.google.com/site/chrismorganstuff/Home/lfintront1.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/Home/lfintront2.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/Home/lfintront3.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/Home/lfintront4.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/Home/lfintront5.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/Home/lfintront6.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/Home/lfintront7.jpg [/img][img] http://sites.google.com/site/chrismorganstuff/Home/lfintront8.jpg [/img]Below is the .exe of the intro level, again the changes are pretty much textural & detail:http://www.sendspace.com/file/7mpeq3Let me know what you think.Chris.
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sunny lovett
 
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Post » Thu May 26, 2011 11:09 pm

Very nice! Pity I don't know anything of programming to help you.
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scorpion972
 
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Post » Fri May 27, 2011 6:19 am

Hi Kabukiman,The prgram we are using currently is called First Person Shooter Creator, or FPSC for short, made by a company called The Game Creators. Yes it has its limitations, but one benefit of the program is that you can make a stand-alone executable at the end, not a mod that you need another prgram to run. You don't need any programming skills, though it sometimes helps (and yes I suppose for complicated games it starts to become essential), we are always looking for people to help out. Do you have any interest in mapping, texturing, modelling, or audio production?Chris.
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Teghan Harris
 
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Post » Fri May 27, 2011 4:27 am

Once I used the editor of the tomb raider chronicles to make a short scenario. I didn't finished it, but I created several rooms (one of them had a small pyramid). I painted the floor, ceiling and wall, decorated everything. But I didn't made the animations.
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Ricky Rayner
 
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Post » Fri May 27, 2011 9:29 am

I've checked the 2nd version of the 1st map and the new windows are great.I would use them solely on the wall that is front of the entrance because, I think that the building that covers the view is only believeable if used only once. And it's possible to see a little void at the foot of buildings.Otherwise I really like the windows.The new textures are okay. (What's with the wall to the left?)Haven't found a good wind sound yet.Dancing cheek to cheek came out in 1935 and the game is set in 1921, but you can use it if you want.I see you are getting desperate about filling the room with junk.Probably you could make it to be an "L" shape, and that would leave us with less space to justify. :)I tried opening the map in FPSC but it stops during loading and gives the error message below:"The application has encountered an error and needs to close. Extra Debug Info: 0 0"What happened to Goya? :)
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Amanda Leis
 
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Post » Thu May 26, 2011 10:38 pm

I got the FPS creator. I'm learning now how to work with it.
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Far'ed K.G.h.m
 
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Post » Fri May 27, 2011 10:20 am

Nyarla,Do you mean have no windows at all, on the right hand wall, or a window that is not transparent? I would prefer a non-transparent window on that wall, rather than none at all. I thought I had dealt with the void, but I can put some floor at the bottom of the buildings and that should take care of it.If by the wall to the left, you mean the one to the left as you walk in the flat, I had to replace some of the segment walls with fake single walls, because a segment has only one texture for each of its four walls, so if a segment is used on a corner the texturee repeats on both corner walls. However the fake walls do look a bit different, I can probably just use the standard wall texture for almost all the room, and just use the middle of each wall for a differently textured segment.The version of Cheek to Cheek I uploaded had the right 'sound', however if you have another sound in mind (you seem to be turning into the sound person!) then we can change it.Your right about the room dimensions problem. So regards the map I think we have two options. Either a) change the dimensions of the room, or B) change the shape. A) The room is currently 5x3 segments (5 accross and 3 up), we could make it 4x3, 3x3, 2x4, or 2x3. However if the room is 3 segments across it would mean that the rooms on each side of the main corridor would only be 1 segment across. This may not matter as we could never get into them anyway. If we go down this road I think 4x3 would be the best option, with the room 1 segment wide on one side of the main corridor, and two segments wide on the other. B) If we change the shape of the room, to as you suggest an 'L' shape, we could have the room as 3x3 (including the segment that opens onto the corridor), and I think this would be the best overall option, probably with the corridor connecting on the right of the main room. Are you able to draw another one of your excellent floorplans, to illustrate how it might look?Otherwise once it gets to the weekend, I can start working on this and I will mock up the various options in one level and you can have a look and see what you think.When you say you opened the map, do you mean the .fpm file?Let me know what you think - Chris.Kabukiman,Once you feel confident enough with FPS, would you like to join the project?Chris.
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Tinkerbells
 
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Post » Fri May 27, 2011 3:55 am

Yes, I would really be glad to help, being a fan of Lovercraftian stories. Just give me some time, and then we will see what I can do.
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Kelsey Anna Farley
 
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Post » Fri May 27, 2011 10:33 am

Cool
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-__^
 
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Post » Thu May 26, 2011 10:13 pm

Do you mean have no windows at all, on the right hand wall, or a window that is not transparent?I don't think that a non transparent window looks convincing in the vicinity of a transparent one.I suggested to get rid of the window on the east wall because I thought the building accross the street appears more real if seen only from one side of the flat.If you want to keep the window it's no problem.A new 3x3 floorplan:http://img12.imageshack.us/my.php?image=playersflat2.jpgWhen you say you opened the map, do you mean the .fpm file?Yes.And hello kabukiman, I hope you'll join the project.
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Gemma Woods Illustration
 
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Post » Thu May 26, 2011 10:42 pm

Thanks! I'm stil learning (now I'm doing houses with several floors, putting enemies, etc). I have only the main programme (with the sfic and WW2 library); should I have any other module?.
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lillian luna
 
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Post » Fri May 27, 2011 2:42 am

Wooow! Great job guys! :cthulhu: :blink: If I could add something... I think that the best music genre for main theme is dark ambient. Check this one:http://www.youtube.com/watch?v=P_TrAixieBUThis music has amazing spirit. But I really don't know that is somewhere site with some free samples. ;) (And I'm sorry for my English, it's horrible, I know :/)
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C.L.U.T.C.H
 
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Post » Fri May 27, 2011 4:33 am

This is a quick post because I am not at home but at the library...Nyarla: I (we!) agree with your reasoning and will follow your advice and get rid of the window. I love the new floorplan and will get to work on it this weekend. The only suggestion I have is maybe get rid of the door on the west wall? I will mock up a few rooms from your design, and you pick the best one.As far as the .fpm file goes, it may be that you do not have all the content in the correct folders i.e. the computer is looking for a specific object, in a specific place, and cannot find it. However the first thing you could try is to update FPSC, the updates are available on the FPSC website. I would give you the URL but the computers here at the library have just told me that they block anything to do with games and violence! :-PLet me know if you have any problems, and I will post again (hopefully) late this weekend.Kabukiman: You do not need any other module to learn FPSC, though other resources are available to buy from the people who made FPSC and others, and also some free stuff is also available from users who have created it. There is a forum link of the FPSC website which should help you to get going, and a offical and unofficial manual are available in .pdf format. If you have any problems getting hold of these let me know and I will email them to you.Werian: I have not had time to check out the music (what about you Nyarla?), but I will as soon as I am able. Don't apologise for your English, its just great that you are contributing! :-) Would you like to be involved?P.S. I can only speak English and no other languages, so Im probably the most stupid person here!
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Heather M
 
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Post » Fri May 27, 2011 2:35 am

Chris: If you need someone, I can take an audio side of this project. I just find great site with a lot of free samples, here's the URL: http://www.freesound.org/ .Catch this files, I integrate 2 samples for intro (with Audacity help). Could you give me your opinion about this file? :) The others are samples downloaded from freesound.org, they are examples for effects which we can use (I can edit everything you need) in game. http://www.sendspace.com/file/23gq1bI'm reading now The Lurking Fear and testing FPS Creator (amazing editor :) ). Good luck! :cthulhu:
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Daramis McGee
 
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Post » Fri May 27, 2011 3:10 am

Werian/Nyarla,I listened to your sound files, personally I think they sound great. Which one did you mix together?As to taking an audio side of the project, Nyarla what do you think (PM/email me if you wish).Chris
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Leonie Connor
 
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Post » Fri May 27, 2011 1:19 am

Hello Werian.I also listened to the sound files.About "Intro - storm&horror.ogg": It's rain and some music mixed together. I put it on repeat and loaded the intro map and I don't think they mix.It sounds like a music that backs up the appearing of something (a title on the screen for example) and basically nothing appears in our intro map.We could use it later probably when we drop the player in front of the mansion (if we choose to start outside it)Or it would be good to be played under the loading screen if that is possible (without the rain sound).I've got some more comments:R'lyeh.ogg: Could be used at the start of the underground caverns level.Open the door.ogg: There is a moment of audible breathing in it and it's annoying as hell. (the creaking sound)Sea Fury Monster3.ogg: I like this one, because it's hard to discern what is heard, maybe it just the wind maybe something else. :cthulhu:As to taking an audio side of the project, Nyarla what do you thinkI would accept.I believe that sounds have a more direct and harder to resist way of affecting the player's mood than visuals.
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Richus Dude
 
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Post » Fri May 27, 2011 2:26 am

I Want To create a game but... on a good Engine.Because all my Games is Clones of DooM II, Wolfenstein 3D, Depth Dwellers...Now I Learn C++, and, I think, I can make a fan game on... Id Tech 3 :ph34r: (It's a Engine of Quake III Arena and Return to Castle Wolfenstein) Cthulhu must wait for this moment... :cthulhu:
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sophie
 
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Post » Fri May 27, 2011 8:05 am

@Nyarla/ChrisI just make a small bug in description about "Intro - storm&horror.ogg", I think that this file could be use in game menu, not in first/intro level. Sorry, it's my fault. And it's true that this sound really don't work well with intro map :/ :cthulhu:
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Amiee Kent
 
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Post » Thu May 26, 2011 9:11 pm

to WerianFPS Creators is... not very good. My experience in this creators is very large...If you want to create good game, (or level for game) you can use GtkRadiant (Doom3, Quake, Warsow and other) or Doom Builder (Doom, Doom II, Heretic) or Build Mapster (Duke3D, Blood). :cthulhu:
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.X chantelle .x Smith
 
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