Skrye: The Heart of Shadows – 2018 – Game Guru

Developer: Wolf

Foreword: Game Guru, huh? Oh what a dysfunctional relationship we have but I just can’t quit you. Been here from the start, even earlier when you where still FPSCreator Reloaded. I had high hopes for you, that you’d stop drinking, lose some weight and maybe we can have a really good game of our own some day… but now I suppose I can only ask for so much. By now a flock other guys are messing around in your insides, maybe they can fix you if your daddy couldn’t.
Alright, this tired analogy aside, I have indeed been following game guru since its inception, had 2 large projects and 2 small ones. The small ones are released and the big ones have transitioned so much and have grown a lot during development however, both are a tad too large for myself and game guru. There is of course, Shavra, which was supposed to be my magnum opus I intended to release some day and then quit making video games. It had many different iterations, starting out as “Relict” all the way back in 2010. However, its just too large for me and the core gameplay in GG would be so flawed (dialogues, combat, inventory) that it’d just not be what I wanted to do. Then there is Acythian, a game that is by its core a pure shooter and Game Guru just doesn’t have the necessary horse power in what I want to do visually, physics and especially AI wise.
There is also the fact that I wanted to return to my roots of making games and deliver story, characters and atmosphere rather than corridor shooters. I’m done making games out of necessity rather than the ones I really want to make and I lost that through the years. A wonderful german game I look up to is “Unterwegs in Düsterburg” which delivers a captivating fantasy story and lovely characters all running on a non-coder engine. Thats the route I wanna go down too.
So, I took a good look at Game Guru’s current state, took an optimistic guess of what will be to come for the engine and write a GG that will both be doable and yet combine better parts of Shavra and Acythian and make a slightly reduced game. There will be shooting in the game rather than GG’s extraordinary melee game but still very much rooted in fantasy.

Storyline A mutated agent, part of a secretive order, investigates an obscure crime related to the cataclysm that spiraled humanity to the brink of existance is drawn into a conspiracy that might end the remaining humans, who thought shelter in well guarded enclaves.

Plotline is still in flux but this is going to have a strong dark fairy tale vibe.

Background: In an alternate world and timeline, a world war had humanity in turmoil. New technological advantages caused a war humanity was unable to imagine prior. Nobody knows where they came from, the demons, the blight that took the world by storm and united mankind as one on the very brink of extinction. Most assume gods hands to punish humanity for its sins, others assume a new weapon by their respective former enemies to be the cause. Few enclaves have prevailed, cities, towns, farms and fortresses guarded and surviving for decades. Outside of these last remnants of humanity, vast zones stretch over the land populated by them.

Genre: Skrye is an action adventure set in an anachronistic mixture of diesel- and steampunk.

Development: I have been working on this game for this year and have not yet made all too large strides. I originally wanted to hold off publishing this until there is more polish and better stuff to show but I figure that this will still take quite some time…so here is some rather early work. I will upgrade the first post with newer stuff in the future and kind off try to make it a bit more eloquent in the future

(early) screenshots

The game will have a lot of modified and handmade models and media. I will also upgrade and remake a lot of classic media from my collection. I’m sure that a lot of you will recognize old media in this despite looking rather different.

[center]

Bolt action carbine rifle. A rig of the classic MAS36 from FPSCreator (2005)

Drunken Lobster Pub. Retexture from the classics collection (example)

Pocketwatch. Handmade.[/center]

The first level of the game is the harbour of the enclave city “Grevem”. It includes a lot of models that will be retextured later on and will be continously improved until the game is done.

Early Screenshot 1

Early Screenshot 2

Early Screenshot 3

Last but not least some artists without whom I couldn’t have made what I have done so far: (in no particular order)

Rolfy
Lafette
Wizard of Id
Errant AI
BSP
Rosstradamus
Cosmic Prophet

There are of course a lot more, but this work is highly shaped by the work of these fine people.

Please let me know what you think and feel free to ask me anything.

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Archive – Okkult: Children of Dagon – 2013

2013

FPSC

” Posted on 12. February 2013 by serygala This is it! This is the big one. My last game.”

This is how I opened the announcment of this project. Well…that didn’t happen, and neither did this game. Back at a time where I was a lot more optimistic and maybe even naive about game development as a hobby I aimed for this project to be my first commercial one. I am glad that this didn’t happen because even if I did my very best, which I fully intended to do at the time,it would not have held up. FPSC games tend to crash and the amount of visual effects and custom scripts I wanted to pour into this would have made it nearly impossible to realize under the memory cap. Plus I was a lot less aware of how to properly set up and optimize my models at the time.

I am still proud of what I have achieved despite being very well aware of how hokey a lot of it must look compared to modern indie standards.

The plot of the game was nothing amazing but I intended to make it compelling in how it was delivered and in how gripping the world around the player was. This was supposed to be a First Person Adventure game with puzzles and plot first and some shooting second. I was never a fan of the “spooky walking simulator” titles.

Sadly, the project didn’t get far.

Some quotes from back in the day…I also used the term “lovecraftian”…oh! The cringe!

he story is nothing too fancy as I have to make this game in FPSCreator and I try to tell the story WITH Fpscreator as well as I can. Allow me not to get too specific on certain plot elements! The storyline so far sounds as basic as it gets but I do have some cool (I dislike this adjective as much as most intelligent people but its fitting) lovecraftian content I dont want to spoil for you.

Evidence B-12: Classified.
textfile copied from soundrecording for archivation:My name is Logan Carpenter, I’m broadcasting this from the multinational climate research base Alessa II. This base is official registered as a restricted area since 2010 and I know why… I mean… I don’t know where to start. Ahm… okay! … I don’t have a lot of time… I used to have this base on my patrol routine years ago and my fiancee Claire O’Shea was…no….IS stationed here. The base has been cut off by a massive blizzard for about half a year. Temperatures kept falling to -95C° every few hours here…ahm… This base is the epicenter of this blizzard! Its origin is not natural. Its not a phenomenon caused by global warming or anything…its them! They somehow cause it. I…I think its their presence disrupting the balance of … I’m rambling sorry…
You see! I used to spend every weekend with Claire but since the base got closed down for public I was lucky to see her every 2 months and she…changed. At first I thought it was me and she was just stressed out but it was something in her eyes…something in the way she spoke and the way she moved…nobody else noticed it. They actually had the guts to tell me I was just paranoid…and she was always a bit creepy anyway… but they haven’t seen what I have seen here. Ahm…okay…ahm… I record this broadcast while transmitting.
So, I asked her what was wrong and she told me that the work stressed her since the new „investors“ took over. The base would grow at an enormously fast rate and she would not be able to get a break. Ahm! She was a microbiologist and apparently they found something while drilling for icecoresamples. I left it at that, little did I know that what they found where not some kind of prehistoric bacteria… they found this thing and it… changed them! There is no way this has been built by humans. Its… [*Sound Recording Distorted*]Ahm! 3 months ago we received a scrambled radiotransmission from this base. It was Claires voice… As the storm cleared up a little I …stole… a helicopter and … I crashlanded close to the base. It was cold… I felt my bodytemperature drop knowing I had mere seconds to find shelter…

Features:

*Vivid snow and ice effects! Particle and shader effects create a truely freezing athmosphere.
*Tough adventure gameplay and survival elements
*Strong athmosphere and visual style featuring shaders not yet seen in FPSC.
*Innovative health system
*Ambience enhancing horror scenes
*Coherent synergy of graphical design and memorycap. Even dynamic objects fit in and don’t stick out as much as In my former titles.
*Selfmade and modified characters and creatures.

End quote!

Allow me to end this with screenshots of work I have done back then.

Thank you for reading!

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Spotlight – Case#9 by Dream

SPOTLIGHT

Case#9 by Peace released in 2017

FPSC

Available on Steam

Case#9 was an odd, yet interesting experience for me. It does everything right, that is if you look at all of its elements separately. If you bring them all together, there are a few fundamental things lacking. However, this is still an extremely good quality FPSC game. Here are my thoughts:

Plot

You are a prisoner, doing forced labor for the “Argon Company”. What it is that you do, you will never get to see. The Argon Company is described as a mining facility but we don’t get to see anything hinting at that. But one night something went wrong and you get a chance to escape from your cell. However, something in the complex has escape with you and it is out for blood.

Gameplay

Case#9 is a first person puzzle game with puzzle elements. In genre fashion you will have to solve a series of puzzles, mostly involving unlocking doors in some way while occasionally something spooky happens. The game is fairly competent at this even if it felt to me like a lot of puzzles did not necessarily make sense. For example: at one point I progressed a level because I activated a laser. Now, the laser effect was well done, the production value of the game is pretty good in general, but there was no real reason what that laser did and why I was able to proceed because I activated it.

Escaping a prison cell is always a tough puzzle to make believable. I have struggled designing that type of puzzle before and find that the author has done a pretty good job with how its handled. This puzzle stood out to me as pretty decent.

It is slightly frustrating that the characters motion speed is reduced. I feel like I’d have enjoyed the game a lot more if I was able to move a little bit faster.

With any kind of combat removed, the creature that is stalking you not posing a real threat, the gameplay really just consists on walking around, reading info dumps and using the right objects until you can unlock the next door. All in all, the game felt more like a beta version of something with gameplay elements missing rather than a fully fledged game.

I’m a sucker for subdued horror that creeps up on you, but this games horror elements are so subdued and inconsequential that you get pretty much right away that all they are are scripted tiny sequences. The creature you get to see in the end is kind of a let down as well.

The Visuals

There is no way around this but this game is blue. With the exception of some red and yellow highlights you will spend the entire time playing in blue-ish corridors and areas reminiscent of the french scifi flick “eden log”. The production quality is very high for this type of game. Levels have a certain level of visual polish. There are no objects that are stuck out of place as in many FPSC games due to a wrong shader being used and the HUD elements are well crafted. PDA and in-game interfaces are particularly well made.

However, the game has a fundamental design flaw and that is visual story telling:

The game tells you that the Argan Company is a mining facility…but we never get to see any hint or trace that this is the case. In fact, most areas we walk through are more akin to laboratories. It is supposed to be a prison, but apart from the cells in the starting area, there is never much of a feel that prisoners are handled in these spaces. No visual security installments and nothing that would even hint at a correctional facility. There are three types of areas we get to see: Maintenance areas, labs and office facilities.

It feels like the surroundings have been lovingly crafted to fit one setting but the story ultimately went with another one.

Apart from a few corpses here and there, the whole area is also extremely clean. There is no realy hint of a monster being around or any kind of struggle/evacuation having happened. If this has been done deliberately to make the surroundings have an eeriee ghostly atmosphere, it all feels more empty.

CONCLUSION

I might have criticised the game a lot but I still feel that a lot of work and effort went into this game and some really neat attention to detail. A lot has been done with FPSC’s capabilities and the game ran quite well for me. I will certainly keep an eye on the developer and recommend this game to all other FPSC users or people who have used it in the past. I can not recommend this to a more general audience as the 30 minutes of rather dull gameplay to not warrant a price of 2,99 €.

What I’d like to see improved (personally) in the next game

  1. Have the levels be coherent with the plot. If its a mining facility, let us see traces of this. If there is a monster running amok, let us see some tables that have been flipped over and hints of this.
  2. If you are not a native english speaker (like me) have someone who is read over the texts of your game.
  3. If you remove combat you will make up for the lack of one game mechanic with another. More engaging puzzles and especially an interesting plot line help a lot.
  4. If the concept of a monster stalking around the same facility as the defenseless player, that monster needs to pose some kind of threat or at least provide the illusion of a threat.
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Relict – FPSCreator Fantasy Game – 2010

2010

FPSC

Hello there!

Relict is a project still close to my heart. Game development is a particularly frustrating art form as its very possible to pour a lot of work and time into a project and yet still end up with nothing. The project has evolved alongside my skills and technical knowledge and eventually migrated over to the unreal engine. (See here)

Swapping the engine was the last one of a long sequence of mistakes that eventually doomed the project to fail. Working on it, however, taught me a lot of valuable lessons. I dabbled into writing,scripting, music and sound design as well as improved a lot of my game development skills. In this archival post I’d also like to share the primary reasons of why you can not download and play it now and all I can show are screenshots. But first lets take a look at the actual project:

I designed the plot line to play to FPSC’s strength, at least partially. It would take place in a single areas that offered too locations. An idyllic abbey and a large dungeon complex underneath. The game would first take you through exposition and tutorial type levels through the abbey, levels I have decorated with a lot o attention for detail. This was also the time that I have adopted the widespread use of normalmapping. Afterwards you would be on a dungeon crawl through an ancient and increasingly dangerous underground temple complex.

As I was aware that character interaction and dialogues would have been hard to deliver convincingly I wrote in a demon character that possessed the protagonist and would taunt him as well as offer comic relief. This was supposed to be very similar to Clarence in Penumbra or Xana in Dark Messiah.

Throughout development, character meshes would change/where replaced/retextured and upgraded.

The lower picture shows an early test of a light spell that would allow you to illuminate darker areas. Working torches or flashlights where either rather silly or barely functional in FPSC at the time due to its static lightmapping system and the general gist of how light and shadow work in it. This spell is a work around and is based of the feature that guns briefly light up the area when shot in the engine.

I initially wanted to copy in the plot line I posted in a forum when I presented this game, but my english skills where vastly inferior at the time and it makes me cringe now. You can look at it here…if you want to.

A short, vague and ultimately bland summary is this:

In a world ravaged by war, a clash between the forces of magic and the upcoming power of technology, a young thief finds himself a key figure destined to shape events.

As generic as this sounds, I did write a rather servicable script for this that featured several fresh ideas for me to convey plot and lore with the limited tools I have had. Serviceable enough that its likely that I pick this project up again in a different engine some time in the future. 🙂

The feature list as presented at the time was:

  • *Mystical and Dark Ambience
    *Dialogues, short side quests and hand to hand combat
    *Parcour and Puzzle based gameplay
    * Nice Effects!Fire,Water, Magical Energys, Rain, Lightray, Fog…this game will have it all
    *A lot of animals (small and large ones)
    *Outdoor levels
    *Selfmade models, paintings and a huge load of re-textures to give this game its own look

These are examples of in-game interactivity. The inventory system was largely “fake”. It presented items that you can gather in boxes in a way that implies that you have an inventory you can access but in reality things where either consumed/read/activated immediately or became part of your HUD and thus activated with a designated key.

The second picture here shows how I have gotten around the fact that I was unable to get any cursor/mouse interaction going for menus so I attached functions to convenient keys.

Now on to the downfall.

The truth is that when I was working on Relict I was a different, much younger and much more naive person. My enthusiasm made the project grow way beyond my capabilities and means (and beyond the scope of the engine I developed it in) and now that I am older and wiser I just know that THIS game would have been impossible to finish. Later titles failed due to inadequacies with FPSC then but this one…its almost all on me. You see, FPSCreator has the following issues:It does not flush the ram properly after a level is finished (and my levels loaded in a lot of content), it had a memory cap allowing one to only design very small and very well planned levels, its hilariously unstable once games are built and its combat system did not allow one to make particularly convincing magic and melee systems (altough I tried my best using the fantastic models by Errant AI)

Speaking of the melee system. The main flaw was that one could not properly chain attacks which made sword fighting rather awkward. Rather than being able to swing your blade around you would hit…wait for it to get to starting position and then hit again. This works for back up melee weapons in shooters but not so much a full fledged fantasy games. Spells would be disguised “modern” weapons.

However! The brawling in the game was really fun, I gave the enemies a few delightfully insulting taunts and the awkwardness of everything added a certain charm to it.

Another glaring issue was the sheer amount of scripts always active in every level. I wanted to give the player the “immersive sim” experience masterfully provided by games like Thief or Deus Ex. Lots of variables, lots of HUD overlay’s being triggered…no surprise a lot of things would overload or not activate properly. Levels started to look like this in-editor:

A lot of concepts, ideas and artworks I have made for Relict have eventually migrated over to projects like Shavra and Acythian. Sure, I’d be proud to have released this game but the sheer workload I thought I could manage and all the features I thought I could “figure out later” makes me now see clearly that this whole thing was simply impossible. I am still thankful that I started it and I had a lot of fun just toying with creating this little world.

Huge shoutout to the FPSC community who helped and supported me while I was dabbling with this.

Thank you for reading! I leave you now with a collection of screenshots from the project:

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[Tutorial] – Lightmapping in Game Guru

Hi!

First of all, I don’t claim my lightmapping to be particularly great. However, I was one of the first to dabble into GG’s stubborn lightmapper and am sad to see that so little have yet dared to experiment with it.
Those of you familiar with my work might remember that I wrote a similar tutorial back in 2011 for FPSCreator. However, a lot has changed with how GG handles its lightmaps and GG users around the web are amazingly inept when it comes to this crucial, if not vital, part of level design that I think its time that someone writes a tutorial on how to do it.

Okay, now that I have successfully alienated the majority of my audience, lets get this puppy started:
Introduction

Now lets read what uncle Wiki says about lightmaps: “A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in realtime 3d graphics applications, such as video games, in order to provide lighting effects such as global illumination at a relatively low computational cost.”
Now for all you shrimp with a short attention span out there, this just means that lightmapping is a process that saves illumination data in a picture and later puts it over the static geometry of your map. Like a warm and cozy blanket. Here is an example of what that looks like:
 

Example of a lightmap texture 

 

GG Level without textures and only lightmaps.

Now everyone who has ever worked in traditional art, photography or film nows how crucial lighting is and if you are just starting out in game development you might have never thought about it. Visually a level is made up in 3 equally important parts.

How it looks and the story it tells (this includes the quality of the assets, how they are arranged and how much the player can immersive himself)
How it functions, how its navigated and how clear that is communicated to the player (this is where all things gameplay fit in. Nobody likes an impressive level where you can only go straight)
And how its lit. (lighting can dramatically change the mood of the level and determines what the player sees and what he does not see.)

Since everything is constantly changing so does the hobbyist or how its now called “indie” game development scene. When I started out, people where very interested in learning new things and honing their skills but that has certainly been distorted in time. Now that Game Guru has brought in a whole new crowd we still get people who like to get to the meat of things and learn but you also get a whole new bunch who are more interested in pretending that they are a “game studio” and announce their first project right away as a work in progress blockbuster on IndieDB, social media and Steam. This type of crowd usually deflects inquiries about their skills or technical background of games and claims to add features in later or do it in post processing. One bloke even told me that he was in the process of modding the engine to incorporate state of the art lighting effects (I’m well aware that this is impossible). People that are new seem to think that they lose face when they admit that they are new and thus naturally inexperienced. The opposite is the truth. Now more serious developers told me that they had issues and then opted to use dynamic lights. Thats okay for exterior maps but can be a serious problem when working with interior levels. I’ll address some problems those folks might have encountered too but first I want to rant more about horrible poser-developers:
Now this type of developer has multiplied over the last few years and they have contributed to sites like IndieDB being mostly a graveyard of concepts and ideas and there being a fatigue for no- to low-budget indie games manifesting in the gaming crowd. There is also the steam witch hunt for asset flips.
Oh well! I suppose there is little one can do to keep this sort of thing to happen. A lot of you probably remember the individual that makes money releasing stock GG demos on steam.

I don’t quite understand this mindset but this thread is about lighting and lightmapping… so:

Long story short: I made a picture using some great work by other artists in the unreal engine to show how crucial lighting is to a map and that its indeed not a skill that can be postponed if you are at least somewhat serious at designing levels.
 

How to lightmap (the tutorial)

Its good practice that after you conceived a level ( be it on paper or in your head) that you start with outlining the general architecture.
Follow this up with a bit of detail and then start a first lighting pass. Now you can experiment with the colours and the mood you aim to realize in your level. This can be quite fun. Once you settle on a colour scheme (there is a lot you can read up on binary contrasts…just keep in mind that every other movie is already toned in oranges and blues so you might as well do something different. Just see what works! ) you can keep that in mind and start with the detail passes.

Before I get into the meat of things, I am always surprised how many game designers end up having light sources (or other objects) awkwardly float a few inches away from the wall they are supposed to be mounted on or terribly mounted on a wall texture. Please don’t add to this.

The basics for lightmapping are this:

Add a light marker and make sure that its static ( press the “y” button or adjust it in its setting. It should now be displayed with a red tint. The ring around it indicates the radius the light will have. Be sure to be generous with this, its better to have too much than too little as light in real life tends to reflect from surfaces. ) As game guru does not support directional lights (altough if you absolutely must have this feature you can easily do it by hand by adding invisible meshes to direct the light.) its best to keep the light a bit away from the light source. (i.e. lamp or fire) This will make sure that the shadows will look more natural and don’t generate any harsh black spots.

I’ll use the sewer map from my game Acythian as a sample in this tutorial:
 

Light placed below a handmade fluorescent lamp.

Colour is an essential component for lightmapping. There are very few rules here. Use what suits the tone and style of your project just remember this:
Never use plain white, even for bright neon lamps. A greyish, blueish or yellowish tint will look a lot more naturalistic.
Fire does not emit red light. Go with a orange/yellowish tint.
 

Colour is selected on the left side of the screen.

These are now shots from my previous tutorial in the FPSC engine. However, the principal here is almost identical.

Select light colour


I rarely opt for the default suggestions. Click “other” to define your very own scheme.


A lot of you are working on grunge/military style or horror games. The lower part of colour intensities is best suited for these genres.


You can adjust the brightness of your light source with the slider on the right. Don’t be afraid of experimenting with dark colours. I recommend mixing them with brighter ones to simulate naturalistic light reflection.

Now all you have to do is hit F3. (F2 and F4 are also valid options. However the F2 option produces a lesser result and the F4 option is supposed to end up rendering better, sharper lightmaps however apart from it taking significantly longer I have never noticed much of a difference myself.)
After a lengthy rendering process ( this is the right moment to grab a cup of tea and check your mail.) you should be able to see your first results.
Your first results are terrible and there are tons of issues

Haha! You didn’t expect it to be that easy, did you? I know that Game Guru is the easy game maker but the truth is, making video games is just never easy. This is also the part where I’ve seen some developers try to stick to dynamic lights and disregard lightmapping entirely. This works for games that are almost entirely set in outdoor areas but its a really poor design decision if you have interiors.

Lets go over the typical mistakes that new users make:
1. I don’t even see my lightmaps.

In order to see your lightmapping you will have to adjust a few sliders in the TAB menu. The sliders make your life really easy compared to some earlier engines. The gist is, in order to see the lightmaps your ambience setting will have to be low and your surface level setting rather high. Make sure that the RGB values of both the ambience and surface level settings complement each other. You’ll end up with better results.
Since I know that people can do the weirdest things with these sliders I saw it fit to add the settings for the sewer levels as a template:
 

2. Some of my entities are not lit or too bright

Hehe! I know it comes across a bit like an elitist statment but it holds true that you only make about 20 to 30% of your game in the GG editor. Scripts, Models, Textures and their adjustment are done outside of the convenient GG drag and drop interface. The thing is that a lot of models don’t use the proper shader. The default choice by the time I am writing this is “effectbank\reloaded\entity_basic.fx”. You will need to make sure that this is a part of the .fpe files of your models (a .fpe file can be modified with the standard windows notepad.) If you know the basics of texturing (and if you are at least somewhat serious about the whole game making thing…you’ll have to get this down.) you can also add normal and specular maps if missing. However, this is not part of the scope of this tutorial.
Note that a lot of models from the steam dlc’s are also missing the shader line.
3. I get a weird plastic like glisten on models in dark areas. 

 

Special thanks to Avenging Eagle for this screenshot!

These are normalmaps reacting to the default sun. (which can not be turned off to my knowledge. At least not at the time I am writing this). In order to rectify this you can either flatten or at least weaken the normalmap intensity or you will have to add near by lights. Adding dynamic lights in the mix with your static lights can also lessen the effect. This is something that will need some practice but I’m sure that you will quickly get the hang of hiding this problem.

The setup.ini

The setup.ini can be found in your game guru install folder. It holds a lot of settings that you can edit manually. Make sure that GG is closed when you are doing this. Here are my settings (feel free to experiment with them)

lightmappingquality=1024
The resolution of the lightmaps (see above) You can go as low as 64 and as hight as 2048. However I dont recommend using 4096 for now.
lightmappingblurlevel=100
What I assume to regulate the sharpness of the lightmaps.
lightmappingsizeterrain=2048
The resolution on the terrain plane.
lightmappingsizeentity=1024
The resolution on entities (hallways, buildings and rooms are also entities)
lightmappingexcludeterrain=1
Use this setting if your game does not use the terrain. It speeds up lightmapping and saves memory.
Be creative

Despite what the marketing of several engines out there will make you think, you can get a lot of advanced engine effects down with trickery (after all, what else are video game graphics?)

These are screenshots from the game dark messiah of might and magic. It uses plain simple textured planes to simulate volumetric light. This can be done the same way in game guru and does barely impact the performance.

This is a terribly clumsy copy of an effect rolfy used a few years ago in his game eldora. You can use illuminationmapped, transparent planes to simulate stained glass windows shining in:

These are just examples! I think its important to have a mindset that allows you to at least try to find a solution for what you wish to accomplish rather than immediately halt production and wait for Lee to implement a new feature for you.

Notes from a previous thread:

If you have models glitch out, rescale or distort:

Open them in fragmotion, uu3d or a toaster for all I care and remove all the bones. Static objects don’t need them anyway.
Remove all .dbo files in the entitybank.
(untested) Someone mentioned that adding “resetlimbmatrix = 1” to the fpe helps in some cases. I can not verify this.

If you get models that reflect oddly or look like they are covered in wax or wet plastic

The lightmapper can react oddly to normalmaps in its current state, your normalmap might be too strong. replace it with a less intense version.

If you get bad results

Mess with the surface level settings and lower the ambience (depending on scene).
Increase settings in the setup.ini (advanced users only)
Check if the lights that are supposed the be static are static.
Lightmapping examples:

Here be tons of screenshots from my games.

Sewer area




Examples from my “flagship” project:












 

Links

Previous topic on lightmapping by me

Bolt Action gamings lightmapping tutorial series

Bugsy’s thread on mixing dynamic with static lights

Thank you for reading

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Kshatriya Origins Teaser Trailer Released!

A teaser for Kshatriya origins, by Wray has been released!

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Redacted 2 – Bulletblues – Experimental Edition (Free FPS Game)

▌│█║▌║▌║ 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!

+ Code 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.

Features??

– 3 Levels

– somber futuristic aesthetic and atmosphere

-decently lit graphics (for a game guru game)

– checkpoints

– 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

Redacted²-Bulletblues Mirror One

Previous games in the series

Redacted – Hired Gun (2016)

Deprivation : Direct Action (2009)

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!

-Wolf

Video on lowest settings:

Posted in acythian, Development, Released Titles, The Archive | Tagged , , , , , , , , , , | Leave a comment