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:schutzkontakt - Open Beta Released! #245827
01/12/09 08:48
01/12/09 08:48
8 Images
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
:schutzkontakt - Open Beta Released!

Current Demo Version (Open Beta V0.95)
http://www.opserver.de/coni_users/web_users/pirvu/au/demo/zips/schutzkontakt.zip

-The game is in german. Sorry, but there won´t be an english version, never ever.
-Never say never...here´s a patch from painkiller: http://www.mediafire.com/?d14l7arr2tsvyl1
-Es gibt keinen Installer. Es wird nie einen geben. Ich hasse die Dinger.
-Also einfach runterladen, entpacken, main.exe starten
-Ihr braucht die aktuellste Version von DirectX 9.0c
-Es gibt noch keine Speicherpunkte
-Dialoge und Cutscenes lassen sich nicht abbrechen
-Shadereffekte bislang: Normalmapping & Spiegelungen
-Unkomprimierte Screenshots im png Format können mit F6 erstellt werden


Deutsch:

Codename :Schutzkontakt

:Schutzkontakt ist ein storygetriebener "30 Minuten Shooter".

Der Spieler schlüpft in die Rolle eines Kanalarbeiters, der in einem alten
Trakt nach dem rechten sehen soll. Nach einem Unfall erwacht er unter
ominösen Umständen in einem düsteren Labor und muss sich den Weg an die Oberfläche bahnen.
Hierbei wird er zum Spielball verschiedener Interessengemeinschaften.

Dem Spieler stehen verschiedene Waffen zur Verfügung,
die er gegen eine wachsende Anzahl von Gegnern einsetzen muss.
Ein weiteres Element ist der Gaswarner, der ihn vor gefährlichen Gasen und
dünner Luft warnt.

Bislang besteht das Projekt aus zwei kleinen Leveln, die in der ersten
Demo enthalten sein werden.

:Schutzkontakt stellt den zweiten Versuch von mir dar, einen kurzen und knackigen Ego Shooter
umzusetzen, allen Hürden und Unkenrufen zum Trotz.

Weiterhin soll mir das Projekt als persönliche Referenz dienen.
Ich werde mit Infos und Ressourcen nicht geizen.

Technisches:

Level 1 (Kanal)
-Bsp basiert
-Portale: 413
-Levelgrösse: 4160 Quants
-Texturen: 21124 Kb
-Lightmap: 576 Kb
-Build Time: 72.0 sec

Level 2 (Labor Ebene 1)
-Bsp basiert
-Portale: 569
-Levelgrösse: 2110 Quants
-Texturen: 15009 Kb
-Lightmap: 384 Kb
-Build Time: 19.0 sec

Frames per Second: 80 bis 200
CPU: AMD Athlon 3500+
Grafik: Geforce 8600 gts
OS: Vista

Shader vorhanden:
-Normalmapping
-Specular Normalmapping
-Wasserspiegelung

Shader geplant:
-Bloom / HDR Fake
-Motion Blur
-Shadowmapping für Punktlichter & Taschenlampe

Alle Texturen kommen von CG-Textures, Openfootage sowie Pixelio und wurden
in mühevoller Kleinarbeit aus vielen Ebenen zusammengestückelt.
Für jede Textur existiert eine Highmap, die wiederum als Vorlage für die Normalmap dient.

Alle Normalmaps wurden mit "TSGames (N)ormal (M)ap (G)enerator" erstellt.
Etwaige Specular Maps werden ebenfalls aus den Highmaps gewonnen.
Die überzogene Darstellung des Normalmappings ist gewollt surreal.

Ich freue mich über Lob, Kritik und ganz besonders über tätige Hilfe in nahezu allen Bereichen.
Mich würde auch interessieren, was Ihr generell von der Idee eines kurzweiligen "30 Minuten Shooters" haltet.



English (or the like):

Codename :Schutzkontakt
Whot the hell is "Schutzkontakt"...?
Take a look here: http://en.wikipedia.org/wiki/Schuko

:Schutzkontakt is a storydriven "thirty minutes shooter".

You are a channel digger and you have to check an old channel sector.
After an accident you wake up in a dark, ominous laboratory.
Your goal is to get out of here.
While you move on, you´ll become a puppet of different organisations.

You´ll get different weapons during your way to wipe out your enemys.
Another gameplay element is the gas alert.

At the moment there are only two levels, the channel and the first floor of the laboratory.

:Schutzkontakt is my second try to realize a small but entertaining Fps, against
all "prophets of doom".

Further on this project should serve as a personal reference.
I won´t be stingy with informations and ressources.

Technology:

Level 1 (Channel)
-Bsp based
-Portals: 413
-Levelsize: 4160 Quants
-Textures: 21124 Kb
-Lightmap: 576 Kb
-Build Time: 72.0 sec

Level 2 (Labor Ebene 1)
-Bsp based
-Portals: 569
-Levelsize: 2110 Quants
-Textures: 15009 Kb
-Lightmap: 384 Kb
-Build Time: 19.0 sec

Frames per Second: 80 bis 200
CPU: AMD Athlon 3500+
GFX: Geforce 8600 gts
OS: Vista

Implemented Shaders:
-Normalmapping
-Specular Normalmapping
-Water mirrors

Planned Shaders:
-Bloom / HDR Fake
-Motion Blur
-Shadowmapping for Pointlights & Flashlight

All textures are based at CG-Textures, Openfootage and Pixelio.
I´ve thrown them together with a lot of hard work to get the right look.
For every texture exists a highmap as base for the normalmap.

Every normalmap is generated through "TSGames (N)ormal (M)ap (G)enerator".
If a specular map is needed, it is also generated out of the highmap.
The overdrawn normalmapping is intended, to get a surreal look and feel.

I´m glad about comments and help in nearly every aspect.
Beyond that I´m interested on what you think about the concept of "thirty minute shooters".

155 Comments
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #245969
01/12/09 20:28
01/12/09 20:28
Joined: Dec 2007
Posts: 706
Schortens Germany
Landixus Offline
User
Landixus  Offline
User

Joined: Dec 2007
Posts: 706
Schortens Germany
Ich finds gut, mach ma feddich. smile


My Blog German: http://blog.quakeit.de/
www.quakeit.de ||
Airfix Game in Cooperation with:
www.3drt.com
Models Levels and Textures
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #246023
01/13/09 09:07
01/13/09 09:07
Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Andreas C Offline
Senior Member
Andreas C  Offline
Senior Member

Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...

Very nice atmosphere!
Looking forward to seeing more ...

One thing I noticed ... the screenshot with the blood on the wall ... wouldn't you also expect to see some blood collected / splattered on the floor ?

Cheers,
Andreas


____________________________________________________
GameCore / Unity / UDK
Lightwave 9.6 / Blender / Fragmotion / ZBrush 3.5
TextureMaker / PSP-X
Re: Codename :Schutzkontakt [de/en] [Re: Andreas C] #246056
01/13/09 12:24
01/13/09 12:24
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
The last image looks like there is a smoothing problem with the shading. Shadows are needed and maybe dust, light rays and of course a couple of characters.

Other than that it looks promising. I hope you found a good way to create a scene-management. To let people walk half an hour in a shooter you need quite a big level. But if I remember right you have the pro edition and maybe the BSP works fine here.

Re: Codename :Schutzkontakt [de/en] [Re: Machinery_Frank] #246061
01/13/09 13:00
01/13/09 13:00
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Thanks!
It´s all Bsp based and you´ve to fiddle around with the compiler to get nice shadows.
There will be (fast) level changes, because I´ll keep the levelsizes small.
Makes life easier for me.
Imagine some sort of HL1 scene management.


no science involved
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #246263
01/14/09 11:52
01/14/09 11:52
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Awesome! Good work!

Re: Codename :Schutzkontakt [de/en] [Re: Cowabanga] #247920
01/23/09 12:30
01/23/09 12:30
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Update:

-Player + camera added
-General fileparser added
-Weaponsystem added
-Collision tested
-Gas alerter included
-Gas cloud system included
-Some sounds added, to get a first impression of the general atmo
-Knife added
-Gun added
-Some more details in both levels
-Radio device added
-Message system added

The gameplay grows slowely but surely. smile

*Edit*
The link to the german developer blog:
http://schutzkontakt.blog.de/

Re: Codename :Schutzkontakt [de/en] [Re: fogman] #249128
01/31/09 16:39
01/31/09 16:39
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
It´s time for a tinylittlesmall atmo teaser:

http://www.vulkanware.de/schutzkontakt/013109.wmv




no science involved
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #249132
01/31/09 16:43
01/31/09 16:43
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
The sound is nice, if now the light would flicker a little, the hud would be a little smaller and some dirt lying around the atmosphere would be quite awsome smile

Whatever, I think that you are doing an awesome job smile

Re: Codename :Schutzkontakt [de/en] [Re: Slin] #249151
01/31/09 17:39
01/31/09 17:39
Joined: Jan 2008
Posts: 1,580
Blade280891 Offline
Serious User
Blade280891  Offline
Serious User

Joined: Jan 2008
Posts: 1,580
I think it is a tad bright


My Avatar Randomness V2

"Someone get me to the doctor, and someone call the nurse
And someone buy me roses, and someone burned the church"
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #249159
01/31/09 18:04
01/31/09 18:04
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
It's better with video smile.

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