Basic melee weapon rigging in fragmotion [English / Deutsch]


First of all this is going to be the last tutorial I make for fragmotion. I get a lot of messages about it and tried to explain how to use it to so many people that I simply don’t feel like it anymore. Someone I really respect asked me to so I abliged.


Also vorab mal, das hier ist das letzte Tutorial zu Fragmotion das ich veröffentliche. Ich werd eigentlich dauernd danach gefragt und habs schon so vielen Leuten versucht beizubringen dass ich nun echt keinen Bock mehr habe. Nun, ein anderer 3d Modelliere den ich sehr respektiere hat mich gefragt, drum mach ichs nochmal:

I keep this as short and precise as possible. This tutorial will teach you the basic rigging functions (where to click). If you want to perfect it, you gotta experiment for yourself. So lets go:

Ich versuche es kurz und knackig zu halten. Diese Tutorial bringt dir bei wie du einfache Nahkampfwaffen an ein bestehendes Animationsset “riggst”: Also machen wir mal:

* First thing you gotta do is open the hand rig with the animations you want to rig to. Now make sure that you have it in default pose and no animations active (default) and click “file – merge”. Now you select the weapon you want to rig to the anims and import hit.

Öffne zuerst das Animationsset zu dem du riggen willst (die Hände). Clicke dann “file-merge”. Als nächstes wählst du die Waffe aus, die du importieren möchtest.

HOLD UP! Before you go any further you will want to make sure that your textures are unified. LINK ON HOW TO DO THAT.

Bevor du weiter machst solltest du sicher gehen dass sämtliche UV’s auf einer einzigen Textur sind. Damit es später im GG auch funktioniert und die passenden Shader hat. Dazu oben ein Link zu einem weiteren Tutorial.

Now lets continue:

The arrow points at the modifiers. Select your new weapon and scale it / rotate it, apply the correct material. Make sure its positioned where the original weapon used to be. Next step will be to delete the original weapon (but, of course, not its bone).

Skalieren, rotieren, plazieren. Hier gehts einfach darum dass deine Waffe genau so plaziert ist wie die Vorherige.

What happens now is you selecting the skeleton browser and the right bone (which one that is, is different for every rig and you have to use your splendid deductive reasoning skills on that one ) Select the weapon you want to rig, make sure the vertices are select as well!!!, click “assign selected vertices to bone.”

Fast geschafft! Nun wählst du den “Skeleton browser” an und suchst den passenden Bone. Bei Nahkampfwaffen ist es ja zum Glück nur einer. Du musst sicher gehen dass du die “vertices”auch ausgewählt hast. Wähle also die Waffe und den passenden Bone aus und klicke “assign select vertices to bone”. Welcher Bone das ist, ist bei jedem Rig etwas anders und das musst du selber rausfinden

Now you have to weigh the bones. For rigid bodies like melee weapons its usually the max weight but this can be a little less. Use the slider to set it and then click the biggest “set” button. Now check the animation if it plays correctly and if the weapon is placed correctly. When all that is good, badabing, badaboom, sonny jim, you rigged a weapon.

Hier musst du nun “Gewichte” für die Bones anbringen. Das machst du mit diesem farbigen Barren. Für rigide Körper wie etwa Prügelwaffen ists meistens eh das Maximum, es kann aber auch etwas weniger sein. Einfach die Animation abspielen und nachbessern bis es stimmt. Also: Gewicht wählen und den grossen “Set” Knopf drücken. Wenns nun so ist wie dus dir vorstellst wars das eigentlich auch schon.

IMPORTANT: To minimize further problems make sure that once you export there is only:

1 texture
1 material
and 1 animation set.

ALSO make sure that the animation is set to 30 fps, fragmo can set a higher number here which would be wrong.

Wichtig: Um weitere Probleme zu minimieren solltest du sicher gehen dass das Modell, bevor du exportierst, nur:

1 Texture
1 Material
und 1 Animation mit einer Bildwiederholrate /Framerate von 30 hat.

Want to rig something more advanced than melee weapons?

Here is a great video:

I hope this points some people in the right direction. Sorry for the eventual passive-aggressive tone but fragmotion isn’t fun…explaining it is less fun

Ich hoffe es hat ein Paar von euch die richtige Richtung gezeigt. Sollte ich genervt rüber kommen entschuldige ich mich aber fragmotion macht schon keinen Spaß…es erklären noch weniger

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Before you consider releasing a game on Steam…

… please take a few minutes out of your day to read what I have to say.

I am writing this as a bit of a guide of what you have to take into account before you publish your project to steam. There are a few points I would like to mention, feel free to disagree with me, after all I am not here to tell you what to do. All I want to accomplish here is share some of the common pitfalls developers, and GG users in particular, face when releasing on that platform. Now this is generally valid for putting a game up for sale anywhere, but it seems that people always aim for Steam so I focus on that.

Now, I don’t have any commercial games out nor do I intend to develop one in the future but I have over a decade of experience in the indie scene and have seen every FPSC / GG game page on steam and thus have a pretty good intuition on how people react to certain things.

I’m writing this because Duchenkuke recently revealed his current project on Steam and not only is it a decent GG project on Steam, which is something about as rare as a golden tiger, but it also has a pretty good store page and description.

Now some things I mention might seem a bit condescending or far fetched, but trust me, everything I reference on here has actually happened.

Before I get into my list, you first must be aware of what releasing a commercial game on steam means. Its fundamentaly different to releasing a free game on or indie.db in that you now no longer present a hobby creation / an artwork to somewhat like minded people but a product to the general public. Once there is a price tag on it, everything changes.
Steam also has a lot of traffic, lots of folks from different walks of life and your first game on steam will be … well, there is no second chance for a first impression! If your game first game is terrible, that will forever be associated with your name and its hard to recover from that. Now we are indie developers, hobbyists…so some downsides are to be expected but a lot of content on Steam, especially stuff made in GG is just plain insulting.
Also if you release something in early access and its borderline unplayable, be aware that few people can be bothered to return after you updated it. Generally speaking, you should look at your creation objectively and ask yourself: “Is this engaging to another person? Is it fun? Does it have something special about it to get someone to play it rather than one of the thousands other games out there with bigger budgets, better tech, better graphics, smoother game play and more content? Would I buy this myself?” All good things to at least think about it before you put something on the market.
There seem to be a new breed of developers that seem to be convinced that something is worth money because they, themselves spent time and effort on it. So naturally they should be paid for that, regardless of outcome. Then you have people who are just getting started and have the audacity to find that their first steps in a 3d editor should not only be available to everyone but should also come with a price tag.

Now if you are reading these lines, its save to say that you are not one of these people…simply because I don’t think that they do a lot of …err…reading.

* 1: Performance and Stability!

The first thing you need to be absolutely sure of is that your game actually runs…at least for most players. You can do this by testing it on various systems and sending it to your friends or this community first. Frequent run time errors, crashes during loading sequences and in-game glitches/missing content are a kiss of death for your games success. You also need to consider performance. How does the game run on a mid-range gaming rig? You need to get at least 30 FPS for your game to be accepted. The truth is, no one will enjoy even the most custom and lofty game play if it clunks along at 15 fps. Trust me, poor performance are the very first thing reviews will mention if you don’t put in the work here. LINK to a tutorial about basic optimization here.

It is unfortunate that GG does not come with a decent options menu. The lack of detailed graphics settings and the lack of an ability to choose resolution is often lamented.

* 2: If you blink, you’ll miss it!

Regardless of how long it took you to finish your game. If the player can play through it in 20 minutes or less and you ask 5 bucks for the experience, there is a problem. Now I am aware how hard it is to get good game time…but hey, you want to SELL your game so you better deliver. You should aim for at least 1 hour of game play (not including loading screens) preferably more.
Just imagine yourself paying for a game, having rather long loading times only for then having about 5 minutes of game play per level.
Total game play amounting to 20 minutes for 4 levels. You’d have to have absolutely riveting features to justify that.

* 3: Be honest about your game.

This is a point that I find of uttmost importance and something that bothers me personally. The rampant dishonesty you see in project descriptions on steam can go so far that it borders on fraud.
You’ll see bare bones, stock content game guru games with half a dozen maps, a few zombies within these maps and maybe one or 2 notes to read described something like “Dive into a deep, well written and engaging story filled with unique characters and exciting game play” “Stunning visuals” “hours of fun”. Now I always have to chuckle at descriptions like this when its obviously not even remotely in the game but your customers will not.
I could also go on a tangent here talking about how generic games obviously inspired by resident evil or fallout are a dime a dozen in the indie sphere and usually in no way deep, well written, engaging or unique.
So don’t advertise your game like its the next fallout! Your customers will find out the truth once they hit the play button and will feel cheated even if your game is somewhat decent. Instead: Be honest, describe your games strengths!
Point out the strengths and features that make your game good. Describe the game play that the player will really encounter and tell them what really is unique or engaging about your game. If you find that your game doesn’t really have anything these adjectives apply to at all… well then you might not want to sell it yet.
You can even go as far as openly say that you are just a hobbyist, or a beginner. People usually respect that. Now, taking this into consideration you also need to know an ancient rule of game development in general: Never shine a spotlight on a turd. Now I often riff on the flaws when I release a new game, but I also don’t sell them. Don’t draw too much attention to the downsides of your game either!
Now, I’ve seen some people making truly teeth grindingly atrocious GG games bribing people to leave them some good reviews because they know their games are horrendous. I know that some of these tactics are effective just…please don’t be that guy. Its dishonorable.

* The Price is Nice

I understand that some people only gotten into this having profit in mind. While I was never able to enjoy any type of art form if I make money off of it, this is a big draw for many folks and I can’t really blame ’em.
So, to continuously make money: Put a fair price on your game. Its a free market, so you can do what you want but 8 bucks for an early access GG title is generally a bad idea. Try to remain within the 4 to 6 Dollars a pop price range and you won’t see complaints. Its also the type of money many people are willing to dish out on an impulse buy.

* Consider networking with the community

Most low quality GG games on steam come from people that are not an active part of this community. I find that the people on here are generally helpful and knowledgeable when it comes to making games and their feedback might help you elevate your game to higher levels. The community here also tends to provide pretty good feedback on wether something is ready to be sold or not. All parents exaggerate the achievements of their offspring and you might look at your game in a similar way. You spent a lot of time and energy on it and might see things in it that aren’t there… so feedback from complete strangers is valuable. As long as you can differenciate between haters and people with good constructive criticism I recently saw a youtube video of someone lamenting how nobody cared for his (rather terrible) game after him working on it for an extended period of time. He was the type that was mostly talking about how his game would have been better if GG was better and yet the missing features he brought up where all things I have seen members of this community pull off. So talking to the people that use the same software as you do might help you overcome some road blocks fairly easily. Teamwork is very important, said the giant CGI dinosaur!

* Make sure you at least mastered the basics before you charge!

We all got started somehow but if you think a game with stock assets, dragged and dropped together without clear art direction will do well on steam… well it won’t. Not only will it not do well but your efforts will also be branded an asset flip! Best practice is making a few simpler games, smaller in scope, before you tackle a commercial project. Learn re-texturing to maintain a consistent art style throughout your game. Mixing and matching store assets by many different artists with different styles and abilities seldomly works! You will then also be able to optimize your props as many are sold with rather high-res textures that might cause you issues in the final build. Learn basic modeling… a lot can do once you can combine meshes, make basic architectural props and add/remove parts to animated models. You will have way more possibilities and people tend to notice these things. You don’t need to be a master coder to make a decent game but make sure that you are at least able to read and understand what a script does and tweak values. There is so much you can do with basic images showing on screen alone…

* Is it even legal?

The internet is full of amazing game related resources. Free scripts, models, textures, music,sound. Naturally a lot of these things are ripped directly from other games. Now, if you release free games or if you are modding something, its not the end of the world but if you have content like this in your game, wether intentional or accidental, you might even end up in court or at least have your game taken down! Because a lawsuit isn’t cheap, you better double check that you own the rights to every prop you use, every sound you play and every image you put into your menu screens. Also be vigilant if you use free packs! I’ve downloaded an extensive prop pack for FPSC once only to find out way later in life that all those models where actually ripped from Deus Ex and Soldier of Fortune I also released a Horror game later only to read in the comments that the free horror sound effects I downloaded where actually ripped from older resident evil games. Alas! Just something to be aware of

* Early Access but only if its at least a beta.

Hold back on releasing your game until its at least somewhat finished. A beta state would be quite right for a public early access. If your game has promise but needs some touching up its ready for early access. Players aren’t stupid and can see potential. However, if its just plain unfinished in every conceivable way and you have already cornered yourself by promising changes that you might not yet know how to implement you just make a bad impression. You can get valuable player feedback by releasing something early …but not TOO early

Thank you for reading! Now I have written this to encourage people, despite the rather negative tone this has in places because I have seen how crushed a lot of young devs felt after they released something on steam, only for it to be panned. This post here is my ditch effort to kind of prevent this happening to future developers.

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Nomad Mod and a requiem for FPSCreator


If you are reading this chances are that you used FPSCreator in the past or are still using it and you are either viewing this for information or a tiny dose of nostalgia. If you are new to FPSCreator and want to check it out I will dedicate a whole paragraph with everything you need to know to get started too. Then you’ll also be informed about what you can or can not do with it.

The first thing I want to address is Nomad Mod and some other useful tools you might find enjoyable. After that I’ll recap a bit of FPSC’s history, what made it special and how it died eventually. Now, you can disagree with me that its “dead” and there are certainly still uses for it but more on that later. Now we will talk briefly about Nomadmod.

Nomad Mod

What is Nomad Mod?
Nomad Mod is a high end graphics modification for FPS Creator which provides unified dynamic lighting, flashlights and other graphics enhancements.

Nomad Mod Features:

* Unified Dynamic Lighting
*Bump, Specular, Illumination
*Water / Window Refraction
*Cinematic Bloom / Motion Blur
*Depth of Field / Cell Shading
*Film Grain / Sepia / Noir
*HUD Damage / Health System
*Camera Movement Effects
*Light Shaft Effects / Fog Effects
*Animated Texture Effects
*Improved Blood Effects
*Fully Working Flashlights
*Support for Dual Wielding
* Compatible with S4Mod Zeta

Which version of FPS Creator does Nomad Mod use?
Nomad Mod uses FPSC v1.20 BETA17A however this is not a source modification so you can apply it to other mods providing they are built on a recent version of the source code.

Why use Nomad Mod?
Nomad Mod provides a fully integrated dynamic lighting solution to allow consistently realistic lighting effects throughout your game from static and dynamic lights with static and dynamic objects. You can also use a number of post process effects such as cell shading or film noir to give your games a totally unique look.

How can I get Nomad Mod?
Nomad Mod has now been added to Black Ice Mod and will no longer be supported as a standalone package. You can download Black Ice Mod here:

Nomad Mod License:
Nomad Mod is free to use for commercial and non-commercial projects. There is a license restriction on the music track provided and this can only be used in games made using this mod unless purchased separately.

Original Shaders – Bond1, CoZ, Dark Goblin, Uzi Idiot
Models – Errant AI, Jon Fletcher, Maniac Modeler, Uman
Textures – Rolfy, Madcow, Shim Kangrey, Xplosys, Starmind
Scripts – KingofMk98, Ncmako
Music – Nickydude (MadLadDesigns)


With Nomadmod, FPSCreator becomes the easiest to use game maker out there. So many complex features are available out of the box and it rivals Game Guru or other packages by just the sheer amount of (theoretical) possibilities. Nomad Mod adds FPS features that where previously either not available or worked only to a degree, such as Armor, Player Body, Allies and usable dynamic lighting.

Sadly FPSCreator has been broken from the start. It has a memory cap of about 2 gig that can not be worked around. This makes creating a game nearly impossible. Now, you might think 2 gigabyte is plenty of space but its not harddrive memory but system memory. Meaning that an empty map with a gun and a skybox already takes up nearly one gig. The rest is just enough for about 4 rooms and a hallway (if decorated properly.) Good luck loading more than 3 levels without at least a crash too.

Nomad, the author of the mod, put it far better:

“The problem is as the FPSC community grew in size and talent, we kept pushing the boundaries and expecting more from the engine but the fundamental memory cap / management issues were never properly addressed so you have the promise of great looking games with lots of levels but not the reality. Also whilst this was going on other game engines started offering free versions and becoming more accessible which gave FPSC more competition from larger developers.”

Here are screenshots of my attempt to push the memory cap and see how much the last and best version of FPSC can handle. It all collapsed as soon as I added scripts and enemies. Getting a one or 2 level game of this quality working fine? Sure! You’ll have a whopping 4 minutes of gameplay then. Anything more does not seem feasible. Notice that I only used specular mapping, no normalmapping.

Final Words

I’ve used FPSC for years. I had a lot of fun tinkering whole evenings away and as you can see here I also actually released quite a few games. I never got confirmation on this but I always suspected that FPSC was originally designed to be a small product for teens who could drag and drop themselves a corridor shooter together in it. As an entry to proper game development. However, it ended up attracting an older demographic too that saw the potential and the engine has kept evolving, however having subpar memory managment that would eventually kill it for me, and many projects with it.

As I grew older I came to have a better understanding of how a game engine works and eventually realized that these flaws are so deeply ingrained in FPSC that only a complete recode could touch on them.

As disappointing as that was and I have a whole library of vaporware projects to prove it, FPSC was a blast back in the day. The community during its golden age (about 2008 to 2012) was just a joy to be around and I met many people online that I am still friends with to this day.

Okay great! Now you might wonder why I am writing this. Well its because of this: I told a few people and veteran fpsc users from back in the day that I would make a whole archive of released FPSC games that where good. Kind of a repository. However, I decided against it for several reasons:
Number 1: Most games are simply gone. Filehosters went down, users took them down themselves or websites that used to host them are expired. Remember in the early 2000s when they told you that once something is on the internet its doomed to be there forever! You only need to browse old 3D sites or forums and oggle at all the dead links, dead image hoster icons and missing forum avatars to see how fucking wrong they where.

Number2: Its over. It seems redundant and almost a decade too late. As cool as many of these projects where, they had their day and they are quite obviously relics of a by gone era in game design. Where things better back then? Yeah, a lot of them where.

Number3: I don’t want this to be a resource for people to loot other peoples games for scripts and textures only to quickly cobble together a steam cash grab.


Häääh …no.

Alright…its not that simple. If you really strip back the gameplay features and level size, you can make a horror themed corridor shooter like this. Among the most impressive work arounds are seen in this. It will even kinda, sorta work sometimes. Other uses for FPSC are first person adventure games. You might have seen those on steam. Here are 2 developers that have quite the library.

Peace on Steam

GDnomad on Steam

shameless plug: These games use a ton of my media 😛

Keep in mind that getting these normalmaps and other shaders all set up is wonky and involves a bit of trial and error. So yeah, you can make these types of short adventure games and some are even quite decent! Like Phobia by JonezGames.

Alternatively you can really lower the poly count and texture resolution as well as game logic to the level of a PS1 game. But even then you might encounter unexpected issues.
(Keep in mind that you will also have to not use the segment system then. It might look blocky and simplistic but even a small level can easily have a whopping 30 000 Polygons if made with it.)

However, if you are able to do that, your time might be spent more wisely learning to use a different engine. Especially given that FPSC’s one vibrant community has largely decreased to half a dozen active users. If you want to try it out, Nomad Mod is where you get started.

As it stands. This is the point where I will no longer cover FPSC related content on this website. Thank you for reading.

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Arkane Studios – Half Life² Episode 4


I am fully aware that this is old news but I only recently found out that valve has outsourced the development of Half Life² Episode 4 to french dev-team Arkane Studios.

Half Life² is among my favourite FPS games and with Arx Fatalis, Dark Messiah and Dishonored under their belt, Arkane is also among my favorite developers….especially when it comes to creative vision. Now Dishonored 2 and the new Prey didn’t strike my fancy but thats another story.

Sadly, the project got cancelled but I’d still like to feature the little screenshots we have and later link to a video that also offers some early animations. I have compiled some screenshots from other sources, most notably “valve time”. However, as this is an unreleased project and you happen to read this, let me know if one of these is from another mod or game. I tried my best to make sure to assemble som impressions of what could have been:

Video by youtuber 32 megabytes showcasing some animations and other screenshots:



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Acythian – Horror Themed UrbEx level

It’s there in your eyes
Like diamonds ablaze
Sleepless we walk
Through the valley of dreams
We live life long enough
Like silent machines


I’ve made some progress here and there and also started working on a new map. This will be an optional side mission but I promise that if you enjoy the game otherwise, you will not want to miss it

Here is the 10 mm SMG from the game. Its design is a Kriss Vector. Granada made the model, Errant AI the Hand Rig, Bugsy animated it and I textured it. A true community effort if you will.

Now I decided to add the optional side mission. I was inspired by games like the Thief series and Vampire: The Masquerade. These games all have one spooky horror themed adventure part and I want one in this game. So here it is: I will not reveal how its going to be spooky because I also want it out as a demo for halloween.

I had some problems at first with the engine refusing to render the models in “highest” but that somehow solved itself. Its nice when random evens in game guru actually go my way for a change.

I think its easy to see that the area is abandoned for decades. I designed these textures for the modelpack2 drink machines to go with that look.

While most of the gameplay takes place in those buildings I decided to have a convincing nature scape around it. There will also be a constant feverish buzzing of crickets here

Thank you for checking this out and feel free to let me know what you think. I am always happy to see feedback to my work

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Acythian – November Update


Development has been slow once again so I can only leave you with a few changes to level 1. (previously in a different article. LINK )
Basically, in the first draft the complex was on an island and I changed that to a lush forest. I also changed the amount of decay the player will encounter in the complex.

But first, I am also remaking a lot of the media I have to work with this game. For example, I have retextured and edited the female peasant character from the “classics” media pack to go with the title. Sadly, the result is kind of awkward which is why I made here a sniper character. You know, you only see her from a distance
I also didn’t manage to get that blank facial expression out of the model so strapped on a gasmask.

Here you’ll see what the first level will look like in the final game (unless there are major changes in the rendering pipeline along the way.)

Thankfs for viewing! Feel free to drop me some feedback, its always appreciated 🙂

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Acythian – Ventshafts/Maintenance Area – Cyberpunk/Noir FPS Game

Start up from a solitary planet; again
but there’s a language that I never spoke
And it’s clogging up inside my throat
Electric connections
that were dormant now ingite
It’s like another part of sight
A second eyelid that was closed before
What did I say?
I never felt this way before
Is that what they say?
It’s a defect in my core

Developing a game is a very slow process but it speeds up as you go along. There is a certain groundwork that’ll really tie you down but once you’re over that hill you can really steam roll ahead. I’m not over that hill just yet but at least I can show you some screenshots from the air filtration area.
This is a string of very maintenance/industrial looking places connected through vent shafts. One of the beautiful things about Acythian is that this level is entirely skip-able. They way I see it only about 50% of the players will see it as the other half will likely use a different point of entry for the citadel. (An overgrown sewer level)

As this game requires a lot of custom models and media to really sell the rusty, gloomy cyberpunk atmosphere I’ll also make a lot of more simple stuff.
I’ve decided to give a set of fuse boxes away for free. You can download these here.

I’ve had a few set backs with this levels as a lot of my older, animated models use vertex animations and I didn’t get these to play in-game. This means that I’ll have to rig and animate a bunch of machinery. I suppose thats also interesting about this level, it has quite a lot of more dynamic, moving parts. This does of course require some more finesse when it comes to lighting the scene.

If you could give me feedback on what you like and dislike about this level I’d really appreciate it. Especially since its much easier to respond to criticism before I’ll do the 2nd detail make over. (Animated rats, bugs, dirt decals, the soundscape.)
This game has very little backtracking to hunt a key or activate a switch to progress, I’ll try to reduce tedious gameplay that is only there to artificially lengthen gameplay as much as possible. If you need an item or a key its always in a somewhat near and logical location for it to be.

I know that this is all looking similar to work I’ve shown before. I want the citadel to be consistent in look and tone and…as you know…making a game takes a lot longer than playing it

I’ve been settling on using the “stock” characters for this game and I’m pleasantly surprised that just by applying a little tinkering, they look enjoyably shady. They really fit the setting and I like the quality on them. I’ve just thrown a few into the map to test them. Face textures aren’t yet 100% aligned and you don’t actually meet these folks in these locations. I’m pretty sure fine tuning and texturing all the chars for this will be a long venture.

A ventshaft entry point: There used to be a time where this kind of screenshot was quality material in indie fps developing. That seems so distant now.

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Acythian – Fun in the Sewers

“What is real? How do you define real? If you’re talking about what you can feel, what you can smell, what you can taste and see, then real is simply electrical signals interpreted by your brain.”

Heyho Hello!

A lot of progress on this project I have 2 maps halfway done and 2 more that are slowly getting to that point.
I’m far enough with this project to works towards finer gameplay elements such as items. I want this game to have a lot of adventure elements and gathering items is part of that. Plus, having loot that the player can find and use makes the levels more engaging and the game more attractive.
I don’t aim to make this an RPG hybrid akin to Deus Ex, the game will be too short to really benefit from that and I dont want it to have any clunky interfaces or micromanaging. If there’ll be an inventory in this game it’ll be very simplistic. I have a few ideas on how to approach this.


An element I really want to have in this game are several cyberdrugs that enhance your character. There should be a variety of those with different effects. For example: Your health regenerates in this game due to the reconstructive nanites in your blood stream, however, I want you to be able to boost your health above 100% if you find power-up items. Here I’ll have to look into getting the health to only regenerate up to 100% again once you lose that boost. I’m not explaining it well, but I hope it makes sense!

However! All power-ups add to your characters neurotoxicity level. The higher this value, the more impaired your character. If it reaches a certain point you’ll die. There will of course be other collectables to decrease that value. If you spin the idea a little further you can also have contaminated areas or weapons that would increase that value. So many things you could do!

All of this is still in early stages. I did however model such a power up item: Check it out:

There has been a lot of sarcasm on the internet about how so many FPS games tend to send you into the sewers at some point. Me however, I’ve always enjoyed the sewer level … and I’m usually including it in my projects ever since.
The sewers are your second option to infiltrate the compound. This is a large, maze like level. While its pretty derelict and partially overgrown, you’ll still find operational maintenance areas. Plus it has a crossing where the level branches out in 2 different paths. Its designed in a way that you can either go left or right but not backtrack and go both.

When polishing this level I’ll add rats and bugs that crawl around in certain areas! I’m pretty happy with how this early version looks and plays.

I’ve been debating wether or not I should throw mutant rats into the mix as enemies. they could rush out of these overgrown areas. I’ll have to see if thats cool or silly during the beta test. Thats when you get a better picture of the general mood and atmosphere of a game.

The G36 here is the heavy weapon of the kyanic orders security forces. You won’t have it in this level though. Acythian won’t have too many weapons despite being a longer game. I aim for it to have less than 9, but those’d be rather diverse in how they play. I’m not dead set on this yet though.

Early version of the female lead.

A lot of this level are ghostly, dingy branching corridors.

I’m fond of the normal mapping on this floor.

This is all I got for you today! Next step will be spreading the game on the usual plattforms, let people know it exists (indiedb, and what not)
I think I’ve made enough progress to show it to a general audience.

But I’m as always way more interested in hearing what my fellow devs think about it! Please drop me a line and thanks for visiting!

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Acythian – A rocky coast/Outdoor level

all the lights came
long ways from machine towns,
high wire put me down
the sky is on fire
oh the oceans yet to cross
i’m so tired i’m so tired,so tired
of waiting wait for the bomb to drop

Hello all! I’m proud to say that I made quite a bit of headway in developing this game. If I can keep this up I’ll easily make the deadline (christmas day.)

My girlfriend enjoys making puzzles and I find making videogames to be simply an elaborate puzzle as well. The kind where you have to craft most pieces yourself. I was facing quite a few problems, lots of them performance related but I think its time to present some of the levels I have been working on:

This is a generator room in level 4. I’m quite happy with how it looks but its not quite there yet, the entire level is still lacking some spark and I’m still trying to add the gameplay a bit more smooth. Its a rather packed level. Lots of narration, a friendly NPC and a puzzle.
NPC’s are voiced, except for the multiple choice dialogue if you activate them, this is text similar to the dialogue system in Morrowind or S.T.A.L.K.E.R.
I think this is the best compromise between immersion, story and technical possibilities.

Rocky coast vista!
I have to say that this level was quite some work. Not only is it huge and very interactive, it also plagued me with performance problems and visual glitches. (Working with dynamic lighting is quite effective if you know how to handle it… I had to find out how to handle it first )

As this is the first level, it has to engage the player. While I clearly used a lot of work I’ve done for Shavra I did give most of it a strong make over to look more appealing an immersive.

Here you can see the Kyanic Citadel. That is the place you’ll have to infiltrate. While scouting the coast you’ll find 2 ways to do so. The sewers and the ventilation shafts. Depending on which way you’ll choose you will spawn in one of 2 entirely different following levels.

Not only is the citadel a gigantic complex, its also ancient. The grounds have been used by various groups throughout the centuries with the cult being only its most recent residents. This results in a maze like complex where old and new architecture and machinery collide.

The citadel island is surrounded by remnants of the sunken city. A nameless metropolis that is sunken after heavy bombardment in the third world war.

More material from level 4! Nevermind the dead guy

A little playing around and planning and your In-Outdoor transitions using dynamic light will look more seemless and less forced

Once you leave the coast you’ll find yourself in a small yet lush forrested area.
This path will lead you to a hermit! He has a small shop set up where you can trade in valuables you might find on the island.
He is an elderly fellow and quite possibly insane. I hope y’all be entertained by this encounter (He and his quest are also entirely optional)

Being able to do levels like this is why I really don’t miss FPSC!

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Acythian – Futuristic Weapons

Well! Its october and Redacted² has long been released and I’m done with my vacation and am pouring some more of my time in my projects again. Also thanks to all of you who grabbed my store media during the discount

I was experimenting a lot with level design methods, trying to improve my work here and there but I must admit that all of them failed spectacularly.
I’m not giving up on them just yet, I’ll wait and see if I get better results from them once the DX11 update hits but it might still be a while until then.

In the mean time I just take it easy and make a bunch of models, test some gameplay ideas and rig stuff. Once the update hits I can then just build this game without much distraction.

So, this of course means that I don’t have that much to show now, so I’d like to drop a few weapons you’ll get to use in the game.
In this games setting there are impulse, plasma and traditional projectile weapons (also hybrids like plasma propulsed projectile weapons but I won’t have any of these in the first game.) Quite a bit of the setting has changed too but you’ll see a lot of the previously shown levels in this or the next game.

The railgun, its BSP’s scifi shotgun that I have modified slightly. The magazine is now a battery and its a heavy energy weapon

Special thanks to Bugsy for animating this bad boy for me.

The more compact counterpart to the rifle! BSP’s scifi pistol without the elongated barrel uses the same ammo as the rifle.

Its rigged to EAI’s GCS Desert Eagle animations.

I hope some of these mods strike your fancy The decision to take the game away from the masterfully done modern weapons and use more futuristic ones doesn’t make it easier but more consistent. I just hope these will hold up well in the final game and that people will find the different ammo types fun to play. I want to integrate a feature where projectile weapons don’t do as much damage to robots/machines as energy based ones. Lee was so kind to add this feature quite some time ago

So lemme know what ya think and have a good one. Here a few more impressions from the game:

The game isn’t a pure shooter. I try to have it more “immersive sim” elements like Ion Storms iconic games but thats rather hard to do. However, it will have 2 or 3 “simpler” maps where it turns into a straight up FPS game so Players can really use the equipment they gathered and experiment. I aim to have the best and smoothest shooting mechanics I can master in this game so I hope this will be enjoyable and interesting to you as players

The compound also feel more realistic if the protagonist has to traverse some office and maintenance areas once in a while to get to another more “setpiecy level”.

Note that this is an early rendition and that I did not have the reshade suit enabled:

If you happen to check out my project for the first time, there are some more accurate impressions of what this game will look like on previous pages.
For this map, I actually modded the “the warehouse” demo map to my needs. I ended up removing almost all of it and adding a lot but the spine structure still stands It was fun but as you can see, still very early…only 2 hallways are ready to be shown.

These cybergothic looking hallways I made out of modded versions of wizard of id’s top down shooter pack are areas I’m rather fond off! They also really show that this is Shavra’s scifi sister game.

A rather empty office area. The painting on the wall is an aquarelle I painted a few years back. Gameplay wise, you’ll find a few necessary items in the room way back

Some more shots of the hallway area. I took the few minutes it takes to make new cylinder tanks specifically for this maps rather than overuse the same ones in each and every level of this game.

I think its good practice to always make a clean and a worn version of any environmental prop you make Its quickly made and can really help you adding that extra notch of naturalism to your levels. If a pipe is clean in a dry and rusty in a wet area for example.

Additional polish added to the hallways area. there will be a linear shootout here where the enemies hold reinforced positions you have to blast through.

The door that leads to that more futuristic area. I like how the emerald green lighting gives it a mildly creepy look.

Thats it for now


Just a quick update. Nothing major, Currently working 9 to 6 and really not getting enough down time but I managed to get the starting room done for the simplified acythian prologue.

I also started designing a rather action intensive level with huge derelict architecture. (Picture) but its still in its inception.

Here the new starting room and a weapon I have been toying around with. Its from game banana and will likely not be in the final game.

The room has a few animated entities that make it seem a bit more alive. I’ll also add some moving screen decals later on


Big news is that I escaped retail hell for now. Lets see what divine punishment life is sending my way next. Maybe on my next job a horse comes in every morning and kicks me in the keester.

I’ve continued working on this map before Game Guru decided to update and subsequently none of my, ooooh I don’t know, 4 years worth of map design (a lot of it can be seen on these pages) are loading anymore. Graphix is trying to help an old wolf out with it but I gotta admit. I’m torn between reverting to X9 and sticking with X11… I just don’t know yet.
Anyway: Here you have what I produced earlier y’all:

I have fixed a certain a-symmetry in this design.

This is an interesting advancment in my lighting! Actual light reflections. Check out how the purple is being reflected off the metal.

I’m fond of the simple design of this machine.

This level also had the power of purple.

And the infirmary. Adjusting all these X-rays and screens to the games look took me longer than I expected but I think they will end up serving me well.
Thank you for reading!


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