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darklight #318651
04/08/10 23:24
04/08/10 23:24
7 Images
Joined: Dec 2006
Posts: 55
Sweden
overseer Offline OP
Junior Member
darklight

A horror fps still in development.
using a7 com, intenseX and shade-c.

more pictures can be found at.
pictures.thedarkprojekt.net

and more information and a walktrough video can be found at.
www.thedarkprojekt.net

ps. in the screens the weapon models have not been changed and still use the intenseX gun, but in the video the weapons have been changed.

hope to finish the demo levels soon so i can realese them for you to try.
37 Comments
Re: darklight [Re: overseer] #319719
04/17/10 05:50
04/17/10 05:50
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
But the first time you experienced that pre-determined event, wasn't the game enhanced by it? Didn't it scare you, surprise you, or at least make what could've been a relatively mundane standard mission more exciting?

I reckon the best solution is to have pre-determined events that may happen at certain locations; they will sometimes not happen at all, or happen differently, affecting the game.

For example, a player walks down a hallway and a big zombie man busts through the left wall and attacks him. The player finishes him, but has to play through that section again (either second playthrough of the whole game, or died from something else and had to go back). This time they're wary of the zombie in the left wall, but instead get ambushed from a vent in the ceiling by a zombie dog.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: darklight [Re: mikaldinho] #319907
04/18/10 18:47
04/18/10 18:47
Joined: Jan 2010
Posts: 145
Doc_Savage Offline
Member
Doc_Savage  Offline
Member

Joined: Jan 2010
Posts: 145
the map designs are facinating. tell me, how long did you spend on them? i must say, they inspire me.

also i agree with that julzmighty, that would certainly foul up any walkthroughs anyone tries to make! grin

Last edited by Doc_Savage; 04/18/10 18:48.
Re: darklight [Re: Doc_Savage] #319966
04/19/10 03:01
04/19/10 03:01
Joined: Dec 2006
Posts: 55
Sweden
overseer Offline OP
Junior Member
overseer  Offline OP
Junior Member

Joined: Dec 2006
Posts: 55
Sweden
hi doc well the first map i spent alot of time making but that was a trial and error map learning the A7 engine.
making the level segments remaking them and remaking them over and over again + the mesh inventory library i would say almost a good 6 month for the first level.
but once you figure out what the engine,lights and shaders can handle level creation goes alot faster.

the event thing well as i said i dont like predetermend events but the story i have written demands some and were they are needed i will use them.
i wrote the story and designed all the level before starting to make them so any changes to the design and way of story telling would need me to rewrite and redesign everything...(not happening)...so i will continue making the game i wrote.


Lets finish this mother¤%"#%& of.
Re: darklight [Re: overseer] #320342
04/21/10 03:16
04/21/10 03:16
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
ur looking at events wrong, you cant make a succesful game and not use events, especially not one with a story, else all you have is a level with placed enemies, players will still figure out the enemy placements, i hate how games like COD use events, it disgusts me to know that 2 guys spawn behind that door EVERY time i play but i meant level events, playing a scary sound, something running across the screen, spawning random enemies, some dialogue or whatever

as a designer, dont say a method isnt good, say its not used correctly, your job is to use it in a new and unique way..

for example, the scene where you enter the room and see the guy on the wall couldve been tripled in effect, if when the player neared the room.. they heard screams, some flashing light, an enemy running out... stuff like that

Last edited by darkinferno; 04/21/10 03:19.
Re: darklight [Re: mikaldinho] #320439
04/21/10 19:06
04/21/10 19:06
Joined: Apr 2010
Posts: 265
V
Vinous_Beret Offline
Member
Vinous_Beret  Offline
Member
V

Joined: Apr 2010
Posts: 265
Wooooooooooooow!! great atmosphere man!
and the lightning is good too.
good luck.

Re: darklight [Re: mikaldinho] #323319
05/13/10 02:43
05/13/10 02:43
Joined: May 2010
Posts: 34
S
Scifi Offline
Newbie
Scifi  Offline
Newbie
S

Joined: May 2010
Posts: 34
Great!
Lightmaps is good! Keep it up!

Re: darklight [Re: Scifi] #330588
06/28/10 15:52
06/28/10 15:52
Joined: Dec 2006
Posts: 55
Sweden
overseer Offline OP
Junior Member
overseer  Offline OP
Junior Member

Joined: Dec 2006
Posts: 55
Sweden
Well i have decided to stop using the conitec engine and turned to neoaxis insteed. that meens that i got a a7 com and intenseX copper licence for sale pm me a bid if you are intrested..


Lets finish this mother¤%"#%& of.
Re: darklight [Re: overseer] #330608
06/28/10 18:43
06/28/10 18:43
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
nice engine...

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