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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] #245848
01/12/09 11:54
01/12/09 11:54
Joined: Mar 2007
Posts: 1,852
A
alpha_strike Offline
Serious User
alpha_strike  Offline
Serious User
A

Joined: Mar 2007
Posts: 1,852
"allen Hürden und Unkenrufen zum Trotz."

Wieso? Ich finde, daß schaut für 3DGS-Verhältnisse und vergleichbare Budget-Shooter cool aus.

Mach es noch richtig stinkend. Dämpfe, Ratten, runterhängende Spinnweben oder Dreckhaufen.
Im Wassser sollten vielleicht auch kleinere Müll-Elemente schwimmen?

Viel Spaß dabei.

Re: Codename :Schutzkontakt [de/en] [Re: fogman] #245850
01/12/09 12:06
01/12/09 12:06
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I like the name!
To explain it better than the wikipedia: "Schutzkontakt" is almost never used as a word in common speaking only the professions who deal with such things do it.

The word is composed of two independent words Schutz = shelter (!) and Kontakt = contact, and IMO it fits extremely good to that short hints that you gave about the story.

That's a solid core to build a short story around it!

It sounds like an fps without shooting, only watching out for gas alarm, guards and such.

Generally, your screenshots look good but for my taste too shiny, I would add an alpha channel to add differences in its shinyness especially within the tiles texture to make the concret/cement/"Fliesenkleber" less shiny.
The tiles have to be more prominent in comparison to the cement near them. Don't know if correction in the heigthmap helps to achieve that optical.
At the moment, the tubes still have no shadows on the walls, that's quite irritating.
The metal 'holder' near the 'refrigerators' is too shiny, normally the rust and dirt in such areas covers the metal, reduce that to the very peaks of it.

All in all, it looks and sounds very promising, and you deserve to find good assistance! smile

From other things that I've seen from you:
Remember the plant shader: put just a small plant in a corner with a light channel above.
Most probably, you have things lying around on your harddrive that could fit in one or another way in this 'thirty minutes'!

Re: Codename :Schutzkontakt [de/en] [Re: fogman] #245851
01/12/09 12:12
01/12/09 12:12
Joined: Aug 2003
Posts: 2,122
Berlin, Germany
checkbutton Offline

Expert
checkbutton  Offline

Expert

Joined: Aug 2003
Posts: 2,122
Berlin, Germany
Alles selbst gemacht?
Ich finde, es sieht sehr vielversprechend aus. Freu' mich auf die Demo.


I don't have a homepage, for god's sake!
Re: Codename :Schutzkontakt [de/en] [Re: checkbutton] #245859
01/12/09 12:57
01/12/09 12:57
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
The only thing not made by me is the fire extinguisher.
Thanks for your nice comments, this is a great motivation.

Pappenheimer is right, there are not that much shadows.
I´m trying to get a nice looking static / dynamic shadow mixture, so you can expect some more in the release.
There will be also more grunge and dirt, I promise. laugh

Btw. I´m very pleased by the performance so far.

The models will be released in a free package.
Sadly I can´t release the textures alone, because the licence of cg-textures doesn´t allow that. frown


no science involved
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #245870
01/12/09 14:06
01/12/09 14:06
Joined: Nov 2008
Posts: 946
T
the_clown Offline
User
the_clown  Offline
User
T

Joined: Nov 2008
Posts: 946
Looks VERY cool.
To the idea of a 30-minutes shooter: I think it's a good idea, but only if these 30 minutes are filled with fun! Anyway, the screens look promising,
I'm looking forward to see the demo.

Re: Codename :Schutzkontakt [de/en] [Re: the_clown] #245874
01/12/09 14:15
01/12/09 14:15

M
mercuryus
Unregistered
mercuryus
Unregistered
M



looks promising!
30 minutes? - how did you calculated this? wink

Re: Codename :Schutzkontakt [de/en] [Re: ] #245882
01/12/09 14:59
01/12/09 14:59
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
In realtime, using "time_factor". wink
[Well, not really - 30 minutes are just a vague guess]

Re: Codename :Schutzkontakt [de/en] [Re: fogman] #245895
01/12/09 16:17
01/12/09 16:17
Joined: Apr 2008
Posts: 139
Japan, Osaka
Tails01 Offline
Member
Tails01  Offline
Member

Joined: Apr 2008
Posts: 139
Japan, Osaka
Ach mir gefallen die Screenshots so siehts doch in jedem
ddr-Bunker aus.^^
vlt. machts du irgendwann noch nen paar mehr levels

Gruß Tails


An implemented second-rate idea is better than a good idea, which gathering dust in your brain.
Re: Codename :Schutzkontakt [de/en] [Re: Tails01] #245924
01/12/09 17:43
01/12/09 17:43
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Das ist ein schönes Kompliment (das Spiel soll durch und durch "deutsch" werden - im positiven Sinne).
Vielen Dank!

Natürlich kommen noch mehr Level, erstmal ist jetzt aber das Gameplay dran.


no science involved
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