Spotlight : Emerald Lake

Title : Emerald Lake

Developer: Peace/ Jack Twin

Genre: Horror Adventure

FPSCreator

LINK TO GAME

Emerald Lake is a first person horror adventure game where you search for keys and escape a deranged serial killer. On the surface it seems like standard fare for indie horror games but there is more to it than is immediately obvious.

First of all, this game has been made in FPSCreator and does a damn fine job in sidestepping and working around FPSCreators numerous and dire short comings. While it does not manage to avoid these entirely, it is seriously the best effort I have seen so far in dealing with them.

You play as a young man looking for his missing brother and uncovering a deranged killer stalking an abandoned summer camp alongside some feral former occupants of said camp.

Where the game shines is this: First of all, the presentation is stellar. The plot, while simple, is delivered in a clear fashion and its visually out-fucking-standing for an FPSC game. In fact, this is the best looking FPSC game I have played to date. Peace/Jack Twin can certainly do a lot more in terms of shaders and dynamic environments than I can do. The environments use FPSC’s shader effects without any of them having this off putting shiny/plastic look to them, there are dynamic rain, water and lighting effects as well as little dynamic touches that really create a foreboding atmosphere. Be it little things like a beer bottle rolling away, being able to rotate inventory items on screen or seeing a folder being opened before reading the text or large scale things such as fully animated characters stalking the grounds and interacting with their environment. The game is chock full of elements that are simply not common in FPSC games.

Now I understand that the bar of quality for FPSC games is generally perceived as low but this game manages to feel like something developed in a far more modern engine most of the time.

FPSCreator has a long history of ambitious defs and desastrous failures and sadly, that DNA is still in Emerald Lake, even though very well hidden. The big one is the memory cap. While peace tried his best to keep the player occupied in very small, detailed levels (slow moving speed, hidden key  and keypad puzzles, backtracking and so on) its still very clear how small the environments really are. Sadly there will also be loading screens every couple of minutes. This can not be avoided if the game is to look like it does. The other memory related issue is that the game will crash eventually. This makes dying twice as frustrating as you know that the game might not load your safe. If it does crash, all you can do is start it again and continue where you left off. This is tolerable for other FPSC fans but likely very off putting for a general audience.

 

Another thing I need to talk about is that this game understood gameplay. Lets face it, looking for keys isn’t a fun mechanic. Never was, never will be, but peace managed to mix it up with keycodes, fuseboxes, safes and chilling encounters to keep the player interested.

Thankfully there is also combat towards the end of the game, making it more tense. It works quite well and the enemies are a welcome change from these atrocious indie games where they take away any kind of combat mechanic…but also don’t provide anything interesting in its stead.

Now I will list a few things that I noticed to be exceptional in this game and have simply not seen this well put together in any other FPSC game.

Something I noticed to be a bit off was the sanity mechanic. It doesn’t need to be there… I have a feeling that its only there because well, most modern horror adventure games have some kinda dumb sanity mechanic. Here its really just sorta there. The player remarks early in the game how “he needs to take a stress pill” and then proceeds to swallow random pills he finds scattered through the map. Whatever these are, I am sure that by the third pill he wouldn’t be able to function and must have certainly overdosed by the end of the game. There is no real merit to them as well as you find them all across the map. Add to the ridiculous randomness to just taking pills you find lying around that part of the plot is how anti psychotic drugs turned camp residents into feral monsters and you have a really weird mechanic that just shouldn’t be there.

* Small animated details like being able to open cupboard and furniture doors, animated locks and books. None of them stood out and they all integrated into the game world seemlessly.

* Animated encounters with characters and enemies that must be the best in FPSC to date.

* You actually find your brother and escape alongside him. It would have been so much easier to just find his static corpse and continue from there, but no, the game actually manages to have an animated char (altough he got stuck on a door in my first playthrough 😉 ) be part of the plot line without it seeming out of place.

* There is an enemy breaking through a wall that was just cool.

* the game over screen is animated, which is something I have not seen before in these games.

* the ending cut scene is quite nice and wraps the short but fun romp up very well.

If you want to give this game a whirl yourself and support the developer: Here is a link:

https://store.steampowered.com/app/1363660/Emerald_Lake/

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S P E C T R E

Title: S P E C T R E
Genre: Cyberpunk FPS Adventure
Developer: Wolf

Plot Outline: In the far future, a mutated special operative gets called in for a job at a remote military outpost. A supposedly routine mission quickly spirals into a crisis when an unknown assailant tries to harness illusive and extremely dangerous technology from a past global war.

Intro:

I’ve never been particularly good at filling my free time with constructive things to do, especially now that Lydia left me to fend for myself in this cold, unfeeling city …and just when I felt that the ceiling was closing in on me I got the call.
A certain Dr. Amado was suspiciously careful to make it sound like just a routine job. 2 Weeks work under the banner of the Acythian Military, standard pay but she was really spotty on the details, said she’d fill me in on location.
The location being the Dhaka exclusion zone, formerly India, a thick jungle littered with old tech from the war.
In my line of work, one thing is certain, any job in these exclusion zones is never routine and always dangerous.

The South Harriette-Jadovsk Military Science Complex is one of these reclamation outposts in the back end of nowhere. The surrounding area is crawling with bandits, anarchists and if you’re particularly unlucky: Old war drones that are still active and usually dangerously trigger happy. They can’t risk flying me in as the location is known for military craft being shot down and having entire crews vanish in the difficult, overgrown terrain. So they’ll handle all transportation with small boats, usually only moving in the cover of darkness. 3 days trip from the nearest base with functional air travel to my destination.

Well, I got bills to pay, no other employment options and after how I treated Lydia, I deserve every bad thing that is coming my way.

About: Hey there forum! This is my little project I have been working off and on for the past couple days. its a cyberpunk action adventure game with a decidedly small scope. The entire game can only have a total of 8 levels and there are no level overarching inventory or plot systems implemented. While simple at its core, I hope I can deliver something that is still a rich and atmospheric experience. This game is developed without a specific pace to it, I get to it whenever I can and feel like it, but I have made some major strides yesterday and figured it was time to open a good ol’ thread. Truth be told, I wanted to hold off on publishing it before I had a playable demo but it just doesn’t feel right to work without a work in progress thread
You might notice that I have re-purposed some levels from previous wip projects to speed up development. However, its all overhauled to work with this titles aesthetics that are decidedly more tropical than previous installments in the Acythian universe.
I’d also like to drop special thanks to Duchenkuke and Avenging Eagle which both inspired me to try my hand at another GG title… and well, I’m really having fun with it so far.

Planned Features:

8 handcrafted and detailed levels.
Carefully designed visuals that play to game gurus strenghts.
An arsenal of 9 customized and well balanced weapons.
Planned and scripted enemy encounters
Diverse cast of animated characters, animals and machines.
Dynamic environments with light puzzle elements
Occasional voice acting and branching text based dialogue.
Obnoxiously long loading screens

Work in Progress Screenshots:

Thanks for viewing! And if you made it this far, please drop me a comment. I always appreciate your feedback!

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Unreal Engine 4 learning experience

Hi!

If you have followed this site you might have come across several posts on getting to grips with the unity engine. Well in order to learn UE 4, I have recreated the same map I made for the unity project (or at least a very similar one) to learn its editor. Here are the results:

LINK GALLERY 1

LINK GALLERY 2

Generally speaking, I prefer UE over unity, altough its quite an undertaking to make a working, fully featured game in either of these engines.

My unity work can be seen here. Ultimately I stuck to unreal (after a short incursion into cry engine) here are my reasons:

1. If you happen to screw up a script or any other asset in unity and it is still part of your library or any other object in your library depends on it, the engine insists on you fixing it even if that asset is not used in the map you are currently working on in the editor. This can make importing third party content a grind for finding the obsolete code line or broken asset.
2. You will likely want to use third party content, be that a set of models or just a good character controller… the choices are endless, so are unity versions and I can guarantee you that your collection will not work with all unity versions. Using the latest unity version absolutely, positively gimps you from using the majority of content out there, making you stuck with some 2018 ass version just so you can use your favorite set up.
3. Newer versions insist that you make prefabs out of your assets, no more dropping in meshes on the fly.
4. Everything is a plug in. Node based/ visual scripting is also an expensive plugin while there is an integrated system in UE ready to go.
5. Lighting is inferior and can be a real mess if your workflow is different from what the engine expects you to do. Lightmapping large level assets can be a major issue unless you go with full dynamic lighting (using the deferred renderer).
6. Good luck linking asset packs with each other. This is far easier in UE’s blue print system.
7. The community is weirdly cult like, akin to blender users.

Naturally this is just my unqualified opinion… however, this is the impression I got. If Unity is your thing, then by all means, enjoy!

SCREENSHOTS:

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You can’t make open world games in Game Guru, here is what you can do.

Howdy!

Open world video games, from fun sandboxes with many possibilities, over tightly structured quest lines that can be tackled numerous ways to hollow empty wastelands with occasional activity hot spots. A genre that has gained more and more popularity as media streaming and hardware have drastically improved from what we had in the 32 bit era. (Regardless of this, the Elder scrolls series like Daggerfall, Morrowind, Oblivion and Skyrim have all been 32 bit games. More on that later.)

Now, its not hard to guess how so many GG users have gotten inspired to try the open world route, and given the fact that GG is entry level technology, its easy to understand why so many people jump right into a project without testing wether the engine can do what they want it to as they have no idea how a game engine works in general.

I’m writing this because I find a lot of GG users try to make something open world, usually a zombie apocalypse or something inspired by Behtesdas Fallout games… something generic down those lines, which will inevitably fail (or end up a 10 FPS slog with some zombies scattered around a horrendous level, which is also a failure). In fact, 3 users have already hit me up working on something that was supposed to be a dynamic open world game and one of them even made substantial strides and was now of course suffering performance and stability issues. You also find several projects like this on YT or Game Jolt if you go looking for them.

So, I will take a couple minutes to explain why open world projects are not practical in game guru and what you can do if your game idea absolutely has to have some sort of non-linear design or similar.

1. The default size of buildable space in a game guru map is 1298*1298 meters (alternatively I have heard 768*768 but I asked someone to run a script and it gave a larger number). While that can make for a nice spacious level, it does not make for an entire game world. Even if you plan on something smaller, you can not use the entire
space of that level without running into heaps of problem. So using half of that space and reserving the rest for background decor works best. So you might say, okay, then I break up my world into several levels that the player can travel to and from:

2. No! Every level load in GG is a bit of a gamble when it comes to stability. Will it crash? Even if it doesn’t, most world-values, by that I mean permanent scripts like inventory items, the players cash and so on will not carry over from level to level. Here you will run into a brick wall as far as most open world survial designs are concerned. Then you have the memory issues that pile on and make a level increasingly less likely to load all its media the more often you load a level. Adding “allowfragmentation = 2” supposedly aleviates the issue but it does not fix that. Add to that, that, I can be wrong on this part but I am pretty sure its true. There can only be one player start position per level making traveling back and forth not align thematically. Also note that all enemies killed before will naturally be there once you travel back.

3. Open world implies that all your functionality is in the same level. While you can spawn enemies to improve performance you will end up running a lot of scripts in a level that is probably full of models already. Having this many things run in tandem with each other will likely crash…if by some miracle it doesn’t, it will lag.

4. The good old memory cap makes large levels impractical and unstable.

5. Game Guru loads in all its content at once. That makes for longer loading times, the larger your level is, the larger your level is, the more can cause a runtime error and the more likely will it lag. Open world games like morrowind or skyrim where 32 bit games when they came out, so they had less address space themselves, how did they do that? Loading in cells and unloading them on the fly. GG can not do any of this, no content streaming, no nothing. A level loads in all media and there it is.

Now here are some things you can do, that are practical :

1. Focus your game to have a maximum of 15 levels. I know that, if you are a beginner, that this might seem to be way too small to fit in your epic idea but just go ahead and make a couple playable levels, find out how long it really takes to make a game, even in Game Guru (unless you just use pre-made assets, then it goes fast). The reason I say this is because you can somewhat realistically fit a working game in 15 levels if you play your card rights. A more cynical and probably more realistic estimate would be 6 levels but lets be optimistic here.
2. If the player has to return to the same village, outpost, castle or whatever throughout your story: You can simply manually copy and paste your level, and then edit the level according to what has to happen in the story. This will then be a whole new level but it looks like returning to the same place for the player. It would look something like this in your level load order:

Level 1: Hub World Castle
Level 2: Spider Dungeon Quest
Level 3: Hub World Castle 2

3. It is possible that loading in a smaller level from time to time, without lightmapping, might free RAM space more efficiently (?) so having a small Hub world would be beneficial.

4. Design your game to follow these principals:
Number 1: Linearity isn’t always bad, even though some youtube game critics think it is (the best shooters so far where all linear).
Number 2: Make a few notes of what has to happen during a level so you can make sure that not too many dynamic scripts operate at once.
Number 3: The ideal level size is half the default buildable space or lower (especially lower). You can use the remaining space for background decor like billboard trees, lowpoly houses or what not.
Number 4: Make prototypes and test! If your game is supposed to have dialogues to convey some kinda story, prototype that before you make the levels so you know wether your features can even be implemented or not.
Number 5: Try to design a game that does not need an inventory to carry from level to level.

And here it is, I hope this is useful to someone out there. If I can make at least one person not sink countless hours into an idea, inspired by current gen games, only to end up staring at a run time error, this served its purpose.

Additional Comment by T-Bone:

I’m glad this topic was brought up and I think it should also be carried over to Steam. A lot of people have high expectations that they can make the next Fallout or Skyrim in GG Classic. Its simply not possible. Defy did a pretty good series of memory tests and found a lot of limitations in this area (hope we hear back from him again soon).

Unlike GG Max, GG Classic doesn’t have a terrain neighboring system (similar to cells). If you are planning to make a large outdoor level, you will have to consider reusing instances of a few entities for rocks and trees. You will encounter memory issues over time if you expand too much with too many unique objects – while also running other media into memory such as sound and image sprites.

It should be noted that using entities with LODs actually uses more memory than an entity without LOD stage meshes. These types of models are for maintaining stable FPS performance. Also if you are doing an outdoor level, you may have to consider not using PBR models as well, as those models use a lot more textures than the typical DNS.

I would highly recommend creating linear games with Classic, using memory clearing between levels. Similar to a lot of the PS1 and PS2 game era. There’s even a lot of games back then that do not carry over any values between levels.

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Shavra – Small Update

****Small Update****

No earth shattering news but as you know, games like this grow in small increments.
I have been adding to existing areas, which I hope you’re not tired of seeing A few other tiny things have happened too though.

I have finally gone through my asset library and fixed materialindex issues and some transparency issues. If you also have foliage that doesn’t work quite right, with it obscuring objects behind it or having outlines around the leaves/branches do this:

1. Make sure the occluder/occludee setting is proper for the way you use it (duh!)
2. Make sure the line “transparency = 5” is added to the .fpe.
3. Be sure to quickly edit the texture to make sure the part that has transparency to it (leaves, grasses, branches) don’t touch the edge of the texture.

Now you should be all set and they should (mostly) render as intended. Special thanks to Duke for giving me the hint about that last part.

Also this: All you script savvy folks might be able to point me in the right direction:
For the game, I want the player to be able to carry only 2 weapons. A light one and a heavy one. So whenever he finds a new light weapon (dagger, shortsword…so on) he will have to switch it with the one he has currently equipped. Same with the heavy weapons. The other 7 weapon slots should be reserved for spells, where the same system applies.
Is that at all achievable in LUA? I wouldn’t know how to go about that so I am looking for input

So, here is some more wandering through the nature of Sha’Rath: I am in no way advocating for anything but I must say that I think the final game will also be fun to stroll through while stoned.

***Changelog***

Fixed some media to render properly
Additions to levels

As always, thanks for stopping by and I am always grateful for feedback!

So long!

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Shavra – 2020 Rebirth

As for now, I have gotten around working on this again and made some progress. The overwhelming majority of things are still in a very early, rushed state. Mostly because I never actually did much LUA for this, unlike Acythian, so I have to do almost all in-game systems from scratch. I have an inventory framework and even figured out a work around to having a key or quest object simoultaneously show up in the players inventory but also acting as a standard key. So thats good. However, now I struggle to add more player attributes than health to flesh out the game. If anyone made some headway here or has suggestions of what can be done, I am always open for ideas.

On the visual front of things I have taken the time to brush up my old stuff. I mean old stuff. I have some fantasy props from the FPSC community that date back to 2006 and while I could just remake them from scratch, with a higher poly count and generally increased detail I decided to just use my texture library (mostly stuff from textures.com and davegh in this case) and quickly spruce them up with new textures, UV’s and shaders. I mean, the original ones used solid colors on some.
Now this is mostly sentimental value because I have used these props so often throughout the years that I grew kind of attached to them.
Here is a selection so you know what I am yapping on about:

More pillars

Small stuff

Plinth

Stuff I

Stuff II

Grave Pillars

I have also gotten valuable feedback from this community that the ambient settings of my earlier screenshots didn’t quite cut it so
I have overhauled them. While test runs with beautiful blue skies or an evening sunset looked the best, I did want to maintain the slightly more eeriee overcast nature of the scene and thanks to rolfy, I found just the skybox and adjusted the level to that. See here:

And on a final note, to my surprise this map still ran with a solid 60 fps after I have added all the environmental critters. Frogs, Moths, Dragonflies and bugs all thanks to Gtoxs extraordinary artistry. Now I did the same thing on this map in an earlier version of game guru and straight up lost 20 fps.

Changelog

Implemented rudimentary inventory system based on moshrooms great code.
Upgraded Weapons and Hands to PBR
Overhauled ambience of the journey maps that lead from the Apothecary to the village of Ramak.
Imported collection of old environment props
Created several detail props
Implemented simple journal system

As always, I am grateful for your feedback and there is more to come!

*********************

Hey gang, its been a while so I’d like to update this with some more recent stuff.
Now, not THAT much has happened but I did get around to improve a few more aspects of the game. Its all going well and things are progressing. I also retain 60 FPS on my rig, which is marvelous. I’ll keep you all updated on how that fares in the future as well as I think its important.

I said before that even though this project started when GG was in its prolonged infancy, that I dont have as much gameplay related stuff ready as I have for Acythian as I shelved it pretty early on simply because there was no way I could pull it off in older GG versions. I try not to endlessly chip away on a “pipe dream” but as I stated, I always wanted to make this game. I bring this up because I realized by working on it just how much I am on square one with it. Maybe square 2 with a lot of generosity and faith

That being said, a lot of things are not yet decided. I do have pretty neat characters, you’ve seen glimpses of them in previous screenshots but I am also interested in seeing the new and improved character editor that is promised to be in GG max. I plan to have this game have occasional spoken dialogue bits but mostly written multiple choice dialogue sequences…. but with an easy lip sync system I might just get a couple buddies together to voice it and see how that fares. So thats all pretty much in the dark still.

Speaking of GG max, Lee has promised us backwards compatibility but I am cautious about that, so I am on the fence of fully plunging into some mechanics right away because… well, I am fairly certain I can just pop my levels, at least the static geometry and basic animated stuff, straight into GGX but I do have my suspicions when it comes to global parameter heavy scripts like an inventory system. So I will likely get a few levels made, pop in basic combat and exploration and wait to sink my teeth into the real meat of the game later on. If you have thought about that for your own works, lemme know.

So the game is intended to have between 15 or 20 Levels. That would make it the larges GG game to date, I am aware of that, but hey, its a project that is very dear to me so I want it to fill a couple evenings for the player.

Some frustration came also in realizing that the exteriors don’t quite look the way I want them to. Some of that is down to GG’s rendering but most is because I simply don’t have the right assets yet so I am also working on that. There are some great games out there with a visual style that I intend to come close to from the early 2000s and I do need a few more passes to get that right.

Allow me to also post a few screenies from an area I have been working on. This is part of the main quest and you will get to deal with some nasty critters. Keep in mind looking at this that you will hunt (or be hunted by) giant spiders here that creep up on you through the foliage. You can not always see them coming until they are close which is a nice added effect. I’ll be sure to record some eeriee audio for them sometime this week. This all leads up to an abandoned mining village where they dug up a subterranean spider nest. You will be tasked to play exterminator here and destroy the nest. Nothing too special but a neat creepy aside from the main story line in my mind.

As always, the soundtrack will make or break this scene. I intend to have thick swamp sounds with frogs croaking (and be actually visible in the game for that matter) and a subdued tribal music suite that flares up every now and then. We’ll see how this goes.

Here is something that will amuse some of my fellow GG users, I have a lot of unity packs ready to go that are far superior, but a lot of the fun to me is making or modding my own stuff. So these are the cartoon props from the classics collection remade:

Changelog

Polished some of the levels, including new foliage and other environment models
Increased grass draw distance and thus improving look and feel of exteriors (thanks guys!)
Changed PBR rendering values to improve metallic and glass objects (soon to be seen)
New architectural content as seen above. More to be added soon.

As always, thanks for reading and all the amazing support I’ve gotten for this project so far! Cheers!!

********************************

Hello again!

I’ve been working on improving the existing maps a bit and also added a new one. Dungeons, crypts and mines are of course an integral part of the fantasy adventure genre and I do intend to both make them interesting and engaging. For that I have specific ideas to stretch the gameplay to last at least 15 minutes per level. The “indoorsy” nature of these areas allows me to optimize them to both be quite large and labyrinthian while maintaining a flawless frame rate (See my old optimization tutorial in the tuts section if you too would like to know how to do this. Specifically, turn off the terrain and water whenever the player can not see it.)

Shavra takes a lot of inspiration from older fantasy games, stuff that came out in the late 90s and early 2000s simply because those games had very isolated gameplay beats. You reach a puzzle, you solve it, you move on, you encounter an enemy, you deal with it, you move on… this is in contrast to newer games like “The Witcher” or “Kingdom Come: Deliverance” where there are constant interconnecting systems engaging each other and plenty of stats being updated, changed…so forth. I don’t intend to make the game feel simple by any means, there is just less number crunching under the hood because I know well enough that I couldn’t code that in LUA. So if you encounter a trap in Shavra, you will have to deal with it independent of your current relationship to the kings wife or what potion you drank 2 levels prior.
I ..err… hope this makes sense

So this level is far from done of course but I decided to lightmap an early version of it and the results can be seen below.

I am also still in the process of converting media. Currently on the chopping block are unfamillias cartoon assets, which will be remolded to go with my art style but are otherwise quite useful and the stock medieval buildings by arteria 3d. Not only do these get a fresh coat of paint and shader maps but I also managed to reduce their polycount by several hundred polygons. File and texture size are also far more lightweight

You see that the dungeon is a bit too colorful for my taste and not everything is 100% polished, at this stage nothing is, but I will not tweak it too much as this will eventually get ported to GGX. So there is little point in fine tuning a lighting system that will be replaced anyway.

As always, thanks for reading and please let me know your thoughts

Changelog

Just improved maps.

 

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More Unity shenanigans

Hello!

I’d like to share more of my unity progress and experiments here:

From the Acythian Prototype

and more of the Shavra Prototype here:

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Amytric Pulse : Operation Euridike Full Release

PLEASE READ THESE FOUR POINTS BEFORE YOU PLAY!

* This game uses the dividetexturesize = 2 command and runs therefore in half resolution. Sadly, this was necessary to get it to run at all. You can change this value back to 1 or 0 in the setup.ini if you wish to try running it in full resolution, as intended. Now, this will likely crash but if it happens to run for you, please let me know.

* While in game, you can press F12 to activate reshade. This will tint the game differently, add anti aliasing and a few other neat post processing improvements. It really does mask the fact that it runs in half resolution a bit HOWEVER
if you run re-shade: The loading screens will now no longer be visible. This means that you will miss out on the lore that I have put into those. If you wish to read them, you can switch re-shade off when a level is about to end (second autosave in a level) or read them as PNG files I packed with the game.

* Sometimes you might get a subscript out of bounds error during level load. This will usually not repeat if you restart the game, load your last save and continue again. I am sorry for the inconvenience and can understand if this is a deal breaker for you. However, with FPSC a lot of things are always compromises.

* IMPORTANT: This game runs in 1920*1080 by default. You can edit this by changing the “height” and “width” lines in the setup.ini with your preferred resolution.

****

Hey Gang!

I’m happy to finally release the public version of Amytric Pulse! Please let know what you think of the game, I always appreciate your feedback!

DOWNLOAD MEDIAFIRE

Amytric Pulse – Operation Euridike is a straight forward action fps with some subdued adventure elements.

I understand that through the years I have earned a bit of a reputation of doing new things in FPSC, new techniques, models, shaders… none of that is here. This is just a somewhat simple FPSC shooter and I guarantee that nothing about it reinvents the wheel. However I’m pretty confident that it’ll be good fun.
You can expect the same type of game I used to release around 2010. I’ve specifically designed it to work within the limits of the memory cap while still featuring a lot of action, that is why some scenes seem a bit barren or low-poly. You can visit my art station gallery to see some of these older projects. In a way I am really glad I released this game as it is very similar in style and substance as the old FPSC SF “Shavra” games of which only 2 where finalized, albeit with game breaking problems. (See one of them here.)

P L O T

Personal Log of Agent Anja Sorensdottir:

Operation Scythe, a coordinated international offensive against the transgenic Collective was a dire failure and cost us most of our men and resources. While we managed to weaken the mutant forces significantly, they have struck us with such a fatal blow that it might have just been the final nail in the coffin for humanity as we know it.

Task Force Zero has already been reduced to a single active unit and in the wake of this grand assault, our men have been taken captive by the Collective.
Now reduced to a skeleton crew we concocted a plan to rescue our agents. Its really nothing more than a last ditch effort…, to send in the last remaining member of the Task Force, with hopes that he single-handedly exfiltrates a dozen captives from a formidable high security military installation.

However, to Agent Grimms immense credit he has accepted the mission without any hesitation. He appears confident that there is a chance for us to make a dent into their defenses and his demeanor had a calming effect on me during our preparations. If he can remain so restrained even though his fiancée is among those captured, why should I be such a nervous wreck? After all
he is the one actually sent in there while I’ll only observe through his info-link.

We’ll drop Grimm over the Qasqir Tower military installation, once a brutalist monument to the military strength of the Pan-Asian Coalition, now a center of operations for the Collective.
High altitude, low opening in the dead of night. There is a distinct chance he will not be noticed as the mutants likely don’t expect a break in from the top. It is up to him to interface me with the buildings intranet so I can lock out the reinforcements from the lower levels of the tower. After that all he has is about an hour, maybe hour and a half before they circumnavigate my efforts and he’ll be so outgunned that even a man of his caliber and particular skill set will be outmatched. If our agents are still alive, he is to find them. Our thermal-echolocation scan of the building revealed them to be held near the helipads, that is our only chance. If he manages to get to them in time we can send in a stealth helicopter to retrieve them. A lot of “ifs” and “buts” and no certainty.

I understand that I am likely the most efficient hacker still operating for the collective but I’d dread to be the one on com-line while they send Morgan Grimm to his death.

F E A T U R E S

* Its a new FPSC game that isn’t a dull walking simulator with the spoopy closet monster! Yay!
* 9 Levels, some of them might even be good!
* Custom sound design and voice acting
* That homely old janky amateur production quality
* The game is kinda blue, its stylistically designed to be this way but I might have gone too far in a few places. (if you go with the intended look by pressing F12.)
* Sometimes you even get free surprise run-time errors! (I am sorry)

V I D E O S

SPOILERS

 

 

 

S C R E E N S H O T S

Notes to my Beta Testers

* Replaced initial appearance of Qasqir Tower to make it more coherent with what it looks in-game
* You should no longer be able to glitch through the vent shaft in level 3
* Additional Save Points and Save Points placed better
* Game Difficulty reduced with new AI in places
* Hostiles no longer use rocket launchers (subscript error still persists though)
* Clear Info Sheet in level 1 to explain what a health pack is
* G36 improved and picking up a rifle no longer loops the entire reload sound.
* Garage Door no longer opens into oblivion
* Some static health items are now dynamic

Not improved are:
* Error where the player is stuck after respawn. I was not able to replicate the issue
* Lack of interactivity in some areas. Given how I have to already run this at half resolution I was hesitant to add more HUD images… so if a console does not have an interaction prompt (F) its not interactive.

DOWNLOAD MEDIAFIRE

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Amytric Pulse – Operation Euridike – To be released in late october, early november


Hey gang!
If you read this thread, chances are you’ve already seen me presenting this game on Discord. Now, since this is a project, just like I used to work on back in the day, it only felt right to also have an appropriate work in progress thread. Just like old times!

Speaking of old times, that is also exactly what you can expect from this game. I understand that through the years I have earned a bit of a reputation of doing new things in FPSC, new techniques, models, shaders… none of that is here. This is just a somewhat simple FPSC shooter and I guarantee that nothing about it reinvents the wheel. However I’m pretty confident that it’ll be good fun.
You can expect the same type of game I used to release around 2010. I’ve specifically designed it to work within the limits of the memory cap while still featuring a lot of action, that is why some scenes seem a bit barren or low-poly.

Amytric Pulse – Operation Euridike is a straight forward action fps with some subdued adventure elements. I aim for a release around late october or early november. The game is nearly in alpha and the release date entirely depends on how long it’ll take me to record all the voice acting and polish the levels. AND of course… this IS FPSC, so a lot depends on wether it works or not. I have a whole catalogue of FPSC titles that I could not fit into its laughable memory cap back in the day but thanks to Nomad and S4reals stellar work with the Black Ice Mod there is just enough wiggle room now to make slightly more elaborate games in FPSC. So if you too want to give it another spin, now is the time.

Given FPSC’s nature and track record its still just as possible that this will simply not work in the end! I can still chop the game up into chapters if the loading bug persists but I am confident that with BMI’s improvments, this might just work! If so, I’ll likely persue a more complex FPSC project in the future but for now, its just a shooter

P L O T

Personal Log of Agent Anna Sorensdottir:

Operation Scythe, a coordinated international offensive against the transgenic Collective was a dire failure and cost us most of our men and resources. While we managed to weaken the mutant forces significantly, they have struck us with such a fatal blow that it might have just been the final nail in the coffin for humanity as we know it.

Task Force Zero has already been reduced to a single active unit and in the wake of this grand assault, our men have been taken captive by the Collective.
Now reduced to a skeleton crew we concocted a plan to rescue our agents. Its really nothing more than a last ditch effort…, to send in the last remaining member of the Task Force, with hopes that he single handedly exfiltrates a dozen captives from a formidable high security military installation.

However, to Agent Grimms immense credit he has accepted the mission without any hesitation. He appears confident that there is a chance for us to make a dent into their defenses and his demeanor had a calming effect on me during our preparations. If he can remain so restrained even though his fiancée is among those captured, why should I be such a nervous wreck? After all
he is the one actually sent in there while I’ll only observe through his infolink.

We’ll drop Grimm over the Qasqir Tower military installation, once a brutalist monument to the military strength of the Pan-Asian Coalition, now a center of operations for the Collective.
High altitude, low opening in the dead of night. There is a distinct chance he will not be noticed as the mutants likely don’t expect a break in from the top. It is up to him to interface me with the buildings intranet so I can lock out the reinforcements from the lower levels of the tower. After that all he has is about an hour, maybe hour and a half before they circumnavigate my efforts and he’ll be so outgunned that even a man of his caliber and particular skill set will be outmatched. If our agents are still alive, he is to find them. Our thermalecholocation scan of the building revealed them to be held near the helipads, that is our only chance. If he manages to get to them in time we can send in a stealth helicopter to retrieve them. A lot of “ifs” and “buts” and no certainty.

I understand that I am likely the most efficient hacker still operating for the collective but I’d dread to be the one on com-line while they send Morgan Grimm to his death.

F E A T U R E S

* Its a new FPSC game that isn’t a dull walking simulator with the spoopy closet monster! Yay!
* 9 Levels, some of them might even be good!
* Custom sound design and voice acting
* That homely old janky amateur production quality
* The game is kinda blue, its stylistically designed to be this way but I might have gone too far in a few places.

S C R E E N S H O T S

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Acythian – More prototyping and a lot to learn

Hello!

Its time for a little update on my project Acythian. Now a lot of my regular readers have likely seen all of this already but so far I have not uploaded it “officially”.

These are more screenshots and impressions from a work in progress map for my game project Acythian.

So far I’ve learned a lot with unity. I mastered basic C# coding and am pretty familiar with the engine and its querks. I’m very fond of the dynamic lighting system and can now confidently use the particle system. In these screenshots all objects have proper physics and react accordingly to force. Including impact sounds when something is dropped or shot at. Bulletholes, which are part of the UFPS controller, have also been implemented where appropriate.

It took a while to get used to, compared to the simpler systems I was working in before but I am now also relatively competent with Unity’s sound system. Detailed ambient soundscapes have always been something I tried to implement into my games.

Here a little something I wanted to show you:

As you can see, you can now properly shoot up a desk, bullet holes appear, objects fall over. its not quite as visceral as in FEAR but its certainly more dynamic than previous titles of mine. Still long ways to go.

There will be quite some change in pace and content on here, so stay tuned for that.

Thank you for reading!

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