A teaser for Kshatriya origins, by Wray has been released!
A teaser for Kshatriya origins, by Wray has been released!
▌│█║▌║▌║ redacтed² – вυlleтвlυeѕ ║▌║▌║█│▌
A sequel to a test game seems odd and I have no illusions that this is a very basic game. There are no grand features nor ambitions apart from releasing a game in the current state of game guru. That has left its mark, I can assure you.
What is this game?
Redacted 2 uses the same tropes and mechanics as the first game and continues its plot line (for that one person out there that cared about Hired Guns plotline!) It is an amalgamate made out of a city map I am very proud of and 2 levels from earlier incarnations of Acythian that have been cancelled. I did of course do a lot of touching up here so these integrate seamlessly.
Whats it about?
A cybernetic agent is sent to infiltrate a hacktivist gang to retrieve the data compilation necessary for a terrorist sect to arm a weapon of mass destruction.
Full Briefing in Snippet!
What is the gameplay like?
The enemies in Redacted² are a bit less lethal as they where in the first installation, simply because I have noticed that a lot of players didn’t get all too far into that game. They are however still not balloon animals (well, sometimes they are) and you will need to use caution and a certain awareness of your surroundings to proceed.
If you have played games like Ghost Recon you should feel at home. Stick to cover, don’t stay out in the open during firefights and take enemies out as fast as you can to survive. Retread whenever you are wounded, the reconstructive nanites in your bloodstream will heal you after a while.
– 3 Levels
– somber futuristic aesthetic and atmosphere
-decently lit graphics (for a game guru game)
– balanced arsenal of weapons, two animated by bugsy
– a faithful reimplementation of the longest loading screen ever from redacted 1.
Defects and Shortcomings READ BEFORE YOU PLAY
Redacted² is in an experimental state has it has more flaws than even the test game. Some are my faults, other GG’s. You should know what you are dealing with if you want to try this out:
* Level 3 will sometimes not load entirely and be unplayable as a large amount of architecture can be missing
* The first 2 enemies dont react to you…one might stick in the floor
* Several enemies might stick in the floor (yes, I did the forcesimpleobstacle thing, smartypants )
* I had to redesign level 1 so instead of colorful cyber gang members you fight default enemies which ruins the increasing difficulty a bit
* Levels have fewer enemies than intended
* Second voice actor and cutscenes where cancelled
* Production quality of menue and loadingscreens is not as good as it was in the previous game
D O W N L O A Ds
Previous games in the series
S C R E E N S H O T S
Thanks for playing to all those who dare
Please let me know what you think!
Title: OPS: Escape
Story: This time they’ve taken it a step too far! The insurgents have converted an abandoned warehouse into their new weapons shipping plant, and what’s more, they’ve captured the first spy sent to destroy it. It’s time to carve a path straight through that god-forsaken hellhole and take down every single one of the captors on your way to rescue your comrade. In fact, command’s just given green light on the op. get going.
Description: Ops: Escape is one of Bugsys earlier releases but already shows clear signs of where his style will take him. The levels are striking, yet very sparce in design. The game only uses what it needs to create an effective high-tech warehouse ambience and the music clearly drives the action. The assets used are well chosen and I’m proud that I have also brought a few textures used in this game to the table.
Its a minimalistic game and definately an artifact of its time…but all in a good way.
Also, Please note these specs: (assumes no reshade or EBE is active)
Minimum System Specs (the game will likely lag)
2.3 GHz of processing power (multiple cores preferred)
GeForce 8600 256mb graphics card or equivalent
Reccomended System Specs (the game probably won’t lag ever)
3.0 ghz multicore processor
GeForce GTX260 1gb or equivalent video card
Requires DirectX9. And if your computer does not support DX9 by now, why are you reading a game dev website?
Requires 7zip or similar archive program… the thing is a .7z, ya figure it out, you’re not stupid.
Fate – Outpost November
Developed by: PWProductions
The saddest part about amateur game developer is that a good 90% of decent projects around the web will end up being vaporware. Forgotten potential and often far better ideas than what the studios drop on us year after year. Another sad part is that games do get released, even decent ones but fall into obscurity and will be entirely forgotten mere weeks after release. There are some truly decent projects that have been overlooked due the constant onslaught of throwaway, cash grab horror games that are nothing but youtuber fodder and unbalanced multiplayer survival monstrosities.
Fate does not necessarily fall into any of these categories. A demo has been released and, while decent, the project is not some unsung indie master piece. However, its a very solid and atmospheric scifi horror game that I quite liked to follow. The development of the project was interesting. Sadly, the demo is very short and has its problems but it also has a bleak tone and is oozing with atmosphere. The seemingly random and not very fitting choice of enemy models is keeping the game from feeling like it has a unified tone but the level design and sense of claustrophobia it offers are worth trying out. Neat little things, like slightly displaced lights and good use of textures give it some charm.
I can recommend it to fans of old FPSC games and anyone who feels like wasting a few minutes on an homemade horror game demo. A demo of a more ambitious project that sadly never was.
There is a personal element to this game as it looks quite similar to work I did during the same time period. Others have pointed this out as well and the developer replied as follows:
Well, I’d like to start out by saying, “No, I was not inspired by Wolf’s level design in ANY way.” I was chatting with a handful of people on MSN this morning and all of them thought the screenshots I showed them were like Wolf’s. I guess you could say my ‘style’ is similar to Wolf’s (although I’ll never be as good as him), but I wasn’t inspired by him. I was inspired a little bit by his story in his game Sybmiotic.
MSN… aaah! 😀 It seems so long ago. Anyway, this is Symbiotic.
The similarities are there but I am very willing to agree with pwp that its more coincidental. Replaying it, I am also very convinced that he could indeed have become just as good or a better developer than I was.
Unfortunately I have lost all ties to pwproductions and his website as well as original materials of his work in progress media are lost.
I am now quoting the storyline from his development threads and will then also drop a download to the demo he released all these years ago.
Storyline: Humankind has tried to artificially evolve themselves to fast. Technology grew and grew, yet like all things, problems started to generate. The technologic problems started with BioChem Industries, an organisation which caused mankind numerous diseases and deformations beyond imagination. One of the mass breakouts was known as V87-HB. It caused massive deformities and mutations. It’s life-changing capabilities earned it the name ‘Fate‘. The start of BioChem was never found. Survivors sacrificed themselves through hunts for the beginning of the corrupt industry. Yet all who tried either came back beyond distortion, or did not come back at all… You, Shaun Pyrril, a left-to-die survivor of the diseased colony ship ‘Marina‘ have found your way to a BioChem outpost. From there, you may find clues and intel on how to reach the BioChem headquarters and relinquish Fate once and for all. That is… if you survive the outpost.
I admit that this post is rather low on content but I wish to have it on here for completion sake. Back in 2015 I have experimented with the Leadwerks engine. I have offered my modelpacks ready for said engine and it struck me as a very competent pacakge. Thus I prototyped a little project in it.
Autumn was geared to be a survival horror game set in medieval times where you would take the roll of a young witch and attempt to escape execution by the inquisition. Little did you know that the wretched practices of the inquisition has opened a portal to a demonic realm which invaded the castle you where held in.
Now, I will likely reboot this plot for a future project but until now it lies dormant.
The Leadwerks engine is quite a powerful tool but I quickly learned that, in order to develop basic gameplay, I had to reinvent the wheel for me and adapting to an all new engine would have been too time consuming for me to be worth it.
However, here are some early screenshots using my own media and some stuff from arteria 3d. Observe:
I highly recommend it!
WEBSITE CURRENTLY UNDER MAINTENANCE
new content is being added. We will be back around late summer
Note: This thread might include adult content. Viewer discretion is advised.
This post has been replaced in February 2017. Note that content subsequently following is outdated.
with lots of support from Bugsy and the community
First Person Shooter // Tactical Shooter // Cyberpunk, Gothic, SciFi
What drives you, stranger?
And don’t give me some trite answer I might find on a calendar or on the label of some ayurvedic teabag. A little respect would be in order, you are talking to a moribund man.
Do you ever take a moment during your pointless daily races to wonder why you even bother?
Whenever I stood, dressed in full combat gear, under the shower trying to wash off the blood, never feeling quite clean.
Whenever everyone I was getting to know died around me just to ward off yet another wave in an endless sequence of enemy waves or to hold a few pointless compounds in an utterly pointless war.
You may find my words to be …trivial. The musings of yet another drunk …or perhaps you can relate. This world is so far gone that there is a good chance that you are not so different from me.
I pulled through and what drove me after the war was simple. To give back. To save a couple of lives for a change,… rather than extinguishing them.
It might surprise you which was far harder to achieve.
I’ve founded the Lazareth in this part of town and as soon as the Neurophage took Acythia we where swamped with patients. We did our best to prevent the unavoidable. At least we managed to prolong the lives of a couple dozen souls. The successes tasted stale in the face of the mass extinction the phage caused.
And for all the bravado and the medals I received for killing in the war, the pharmaceutical companies scolded and ridiculed me for my attempts to treat subculture scum. They didn’t use these exact words but it was the sentiment.
They insisted that people rather supported their charities than our unsanitary lazareth, spreaded lies about my organisation, ordered hits on 2 of my nurses….I can’t link anything substantial back to them, of course, but come on! We are all adults here.
I grew pretty cynical. More so than I was before if you can believe that.
But then…they brought in this girl. Must’ve been 16 when they carried her in. Prostitute overdosed on pink dust, no blight spores in her as far as we could tell. I fell in love. Don’t give me that look…not in a sexual way, …you degenerate.
You see, in the eugenics war I led a special forces group. We where highly augmented. They took us and turned us into weapons. I must have been in my mid 20’s then.
There it is, that look again.
You don’t believe a single word I’m saying, do you? The reconstructive nanites in my bloodstream prevented my remaining tissue from aging. I’m 85 years old, son.
I’m more machine than I am human. They didn’t take my humanity, the war took care of that, they took my ability to …reproduce and seeing this fragile body on the gurney reminded me of something. Something ancient, older than all this cybernetic heresy around us. I felt the need to protect her. I wanted to be her …father.
If that doesn’t sound too crazy for you. Tracking down her pimp and human trafficking network was easier than I expected. I had to call in a few favours but…nonetheless…took me only a couple of weeks. You see, I once swore to never kill a human being again but these people…they’ve chosen not to be human. Killed ’em all. Not even felt anything but relief. Kept an eye on law enforcement communication. They noted where they found the bodies but didn’t even bother with an investigation. What kind of cop would cuff me for taking out a pedophile ring? None rotten enough, not even in these troubled time.
We almost lost her, I paid for a new liver myself as well as a pair of cybernetic legs. Necrosis took them, too much dust can do this to you, you know.
You are still here? Admirable! So few people seem to have the …attention span to take all of this in nowadays. At least so it seems. May I buy you a drink?
Anyway, the years it took me to educate and raise her where the best times I’ve had. Of course I’ve also taught her how to protect herself. We almost managed to forget about all the decay around us at times. But she became a young woman and although the scars of her past have healed, at least so it felt, she became increasingly altruistic. And I don’t mean in a healthy way. She felt like my work in the lazareth, was a waste of time. Only a droplet on a hot stone as she’d say and that the cancerous systems that took hold after the war had to go. She eventually joined this resistance movement. You’ve heard of it, even though you’ll probably won’t admit it.
One of their fences got wind that this new holier-than-thou religious cult, the Kyanic Order, has an experimental cure for the Neurophage stashed away. Apparently they wanted to wait for the city to be on the brink of extinction. And when there was nothing left but desperation they’d swoop in like big divine saviours, assuring the legitimation of their cult and thus ultimately gain sovereign power over the city. My little girl was the prodigy of the rebel network and they’ve sent her in to steal the antidote. It went about as well as you could expect.
She got caught and they sentenced her to death. I was present during that hearing. The order voted against the courts ruling, claiming they’d want to spare her soul and wanted to cleanse her on their sacred grounds.The citadel is what they called it, an enormous compound on an island a couple kilometers south of Acythia. Since she stole from the cult and would be out of the city this way the court agreed to them taking her to their property. They claim it to be a retreat for their higher ranking members, their little “Vatican” so to speak but… the myths and legends surrounding that facility are probably more numerous than those surrounding that cult itself. I don’t know what they plan to do to her there but I do know that she’s likely not intended to survive the process. What choice do I have? I know there is nothing but a fools hope, but as long as there is any hope to get her out of there alive, I’ll have to try.
Tomorrow I’ll call in my last favours, dust off my old gear and get myself killed. Ha!
The sea leading to their damned island are littered with cliffs and rock formations. Remnants of the heavy artillery fire that shaped this coast back during the war. If I keep my most of my non-essential augs in standby and take a small boat…or raft… keep the sun in my back and approach through these formations they’d only pick up my signal if they’d actively look for me. Here’s to hoping that they won’t!
Its a chance… however slim. And there you have it….that is what drives me. My daughter. The last remaining flower for me in this vineyard of rust and corrosion.
I’ll get her out of there…, any means necessary … and if I die trying at least I make sure I’ve given their false prophets. with their grandiose messianic delusions something to mourn and preach about. …by the break of dawn!
A retired special forces agent infiltrates the headquarters of a religious cult to rescue his prodigal foster daughter. Hereby being unwillingly dragged into a widespread conspiracy.
If you where following this project for a while you might be confused by this shift in plot and style, this code snippet explains the numerous concepts and versions this game went through.
Due to the everchanging nation of earlier iterations of this game you might see content that will be very different or not in the final game at all. This is a work in progress thread after all. Style might also be subject to change but I’m quite happy with late results.
* Greater Attention to detail and style
* An emotionally compelling storyline
* A deep lore
* Complex environments and architecture that is interconnected and makes sense
* Interactive and animated environments
* Destroyable items
* Using all of GG’s FPS mechanics to my best knowledge
* atmospheric soundtrack
* Branching level three for varying gameplay experiences (parts of the game will branch out into 2 different levels and later link back together)