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:schutzkontakt - Open Beta Released! #245827
01/12/09 08:48
01/12/09 08:48
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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: Cowabanga] #249166
01/31/09 18:31
01/31/09 18:31
Joined: Dec 2008
Posts: 271
Saturnus Offline
Member
Saturnus  Offline
Member

Joined: Dec 2008
Posts: 271
The design of the GUI doesn't appeal to me. I think the GUI is too eye-catching and distracting, because of its high contrast to the dark environment.

However, you have done a very good job on the atmosphere so far. smile

Re: Codename :Schutzkontakt [de/en] [Re: Saturnus] #249169
01/31/09 18:38
01/31/09 18:38
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 for your feedback regarding the GUI.
It´s good to have you as an eye-opener.
I´ll make it more subtle.


no science involved
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #249195
01/31/09 22:08
01/31/09 22:08
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Just an idea for the brightness of the GUI, maybe setting it as view entity which brightness depends of the environment?
The atmosphere is good base.
The environment could use more contrast in its brightness and, maybe, some different colours in the lights, sunlight from a hole in the broken roof and yellow light from single lamp, other colors because of an umbrella wrapped around a light or something like that. wink

Re: Codename :Schutzkontakt [de/en] [Re: fogman] #249199
01/31/09 22:33
01/31/09 22:33
Joined: Jan 2009
Posts: 9
yusunj Offline
Newbie
yusunj  Offline
Newbie

Joined: Jan 2009
Posts: 9
gefällt mir

hasu ein trailer


i want to create a game
never seen before
but i got some problemes
now im here xD
Re: Codename :Schutzkontakt [de/en] [Re: yusunj] #249205
01/31/09 23:13
01/31/09 23:13
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline
Member
Foxfire  Offline
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
I absolutley LOVE the art and design in this project! Let me know if you need a free copy of Iridium (although the art is really great as is) smile


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: Codename :Schutzkontakt [de/en] [Re: Foxfire] #249274
02/01/09 15:13
02/01/09 15:13
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Atm I don´t work on eye-candy things, it´s time to get some gameplay,
though I´ll keep your tipps in mind.


no science involved
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #249791
02/04/09 09:22
02/04/09 09:22
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Neues GUI:
New GUI:

http://www.vulkanware.de/schutzkontakt/hud3.jpg

Gestern hat sich eine weibliche Sprecherin gemeldet!
Found a female speaker for "Linda" yesterday!


no science involved
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #250307
02/07/09 09:13
02/07/09 09:13
Joined: Mar 2005
Posts: 442
Germany, Hamburg
Blitzblaster1 Offline
Senior Member
Blitzblaster1  Offline
Senior Member

Joined: Mar 2005
Posts: 442
Germany, Hamburg
Hi fogman!

Looks good so far. So i wait for the first female voice sample.
Other question, what a kind of help do you need? And you wrote, that you have an update from the GUI, i think you need help for a better GUI. At the moment is looks very simple. But on in all, happy coding!

Regards
Blitzblaster


Casual Games: www.playsmallgames.de
Re: Codename :Schutzkontakt [de/en] [Re: Blitzblaster1] #250368
02/07/09 15:23
02/07/09 15:23
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Hi Blitzblaster,

nice to hear from you!
The voice samples will need some time, because she does her master degree at the moment.
I´ll receive some first samples of her at the end of the month.

I´m in need of 3d robot models.
Imagine some kind of these:
http://hackedgadgets.com/wp-content/_fire_breathing_jumping_spider_robot_4.jpg
http://upload.wikimedia.org/wikipedia/commons/3/3e/SWORDS_robot.jpg
But I´ll need "humanoid" ones, too.
They dont have to be animated, though.

I admit, the GUI ist rather quick and dirty.
I would do the GUI by myself, because I want to improve.
But I´m eager to get some tipps from you.

At the moment I´m in hassle with rigging and animating the hands and weapons of the player. But it evolves at last.

:schutzkontakt auf Developia: http://www.softgames.de/developia/viewproject.php?cid=33264







Last edited by fogman; 02/07/09 18:19.
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #250369
02/07/09 15:40
02/07/09 15:40
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
If you describe the functions of the robots a bit, it is easier to imagine, what you need, because the robot which looks like a tank has a huge amount of weapons and the spider robot has none.

An idea on how to improve the hud, even if you only need very small material f.i. a small rim for hud, you could model this in blender, add multires to it and make a shadow map with ambient occlusion for it.

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