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Sci-Fi FPS

Discussion in 'Works In Progress - Archive' started by squared55, Jan 6, 2013.

  1. squared55

    squared55

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    I added a new dodging mechanic.
     
    Last edited: Feb 28, 2017
  2. dtg108

    dtg108

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    I think it would be cool if numbers and static appeared :D.
     
  3. squared55

    squared55

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    @DTG Still working on that!

    New webplayer demo!
     
    Last edited: Feb 24, 2017
  4. dtg108

    dtg108

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    Great!
     
  5. Order Of Will

    Order Of Will

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    WOW, just wow this is amazing really good job i love the level deign and fast gameplay this looks amazing, keep up the great work.


    Happy gaming,
    Have a nice day/night.
     
  6. squared55

    squared55

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    Thank you :)

    Sounds like the lag was fixed :)
     
  7. squared55

    squared55

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    New video update!:D

    <Stuff's Changing!>
     
    Last edited: Feb 22, 2017
  8. squared55

    squared55

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    The new enemy model has finally been added to the game! there's still not texture yet, but it still looks WAY better :)


    EDIT: Changed pictures for better ones
     
    Last edited: Feb 28, 2017
  9. squared55

    squared55

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    Some work on a new riot shield:

     
  10. squared55

    squared55

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    Paragon is seeking a GUI/2d artist! (There will be a thread in collaboration)

    If you are interested, please PM me with a sample of your work :)
     
  11. squared55

    squared55

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    And... here's the progress of shield enemy itself.
     
  12. squared55

    squared55

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    New video update!

    <Stuff's Changing!>
     
    Last edited: Feb 22, 2017
  13. leoarmstead

    leoarmstead

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    Hey I am very intrested in this game I would like to make some models and work with you
     
  14. squared55

    squared55

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    New pistol sculpt:

     
  15. squared55

    squared55

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    Shotgun!

     
  16. FBTH

    FBTH

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    This game looks really intense, Love the art style too. Cant wait for this title to be released.

    How long did the guns take to make and design?
     
  17. squared55

    squared55

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    One day for the basic outline, than 1 for the whole thing. Can't give you exact numbers, however. Sorry :(
     
  18. FBTH

    FBTH

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    Its alright, they just look fantastic compared to what I would have done. I dunno how to do that sculpting process and bake the AO then have a low poly version and apply the AO's XD

    And one last question, how many poly's are there?
     
  19. dtg108

    dtg108

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    I love the handgun. Nice, sleek, and clean style.
     
  20. squared55

    squared55

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    I don't have any clue how that works either. As for the poly count, well, I don't know. 1000-4000, If I had to guess.

    I'll pass that on to the artist!
     
  21. squared55

    squared55

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    The artist has been on a modelling spree!

    Here's one of the things he's been working on:

     

    Attached Files:

    Last edited: Mar 4, 2013
  22. squared55

    squared55

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    While I was waiting for the artist to finish the modeling/animating, I've started to completely overhaul the AI/Pathfinding system.

    $PathfindingProgress.png
     
  23. squared55

    squared55

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    New video update!
    <Stuff's Changing!>
     
    Last edited: Feb 22, 2017
  24. SirWaffles

    SirWaffles

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    Nice update, but I couldn't hear your'e voice over the roar of the guns :)
     
  25. squared55

    squared55

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    <This project is not currently in development>
     
    Last edited: Sep 20, 2017
  26. SevenBits

    SevenBits

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    Use LOD, occlusion culling, and enable/disable enemies depending on where you are in relation to them.
     
  27. squared55

    squared55

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    Already doing 3 - but don't you need pro for the first two?

    Started working on a simple main menu:


    I'm going to try to make the transition from the menu to gameplay/story seamless. It's really not that great as of yet, but what do you guys think of the concept?
     

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    Last edited: Feb 24, 2017
  28. taichiu727

    taichiu727

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    I coudln't run from drop box. Probably because the process needed more memory. Can you upload it as a exe file?
     
  29. squared55

    squared55

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    Not ATM (bandwidth cap), but I will certainly for the full game (and hopefully for the next demo) :)
     
  30. squared55

    squared55

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    Now with 100% more lens flare! I tried to not overdo it...
     

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    Last edited: Feb 28, 2017
  31. Cheburek

    Cheburek

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    looks cool, I think your explosions and character animations could use some work.
     
  32. squared55

    squared55

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    The character models and animations are getting redone. What exactly do you not like about the explosions?
     
  33. squared55

    squared55

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    Last edited: Mar 15, 2013
  34. squared55

    squared55

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    I redesigned by pause menu. It's not playable yet, and the weapon icon is a place holder, but it still blows the old one out of the water.
     
    Last edited: Feb 24, 2017
  35. squared55

    squared55

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    I gave the enemies the ability to open doors. Originally as a half-baked solution to a glitch, it actually helped the gameplay quite a bit - sniping is much more tense when you know that a heavy could be coming through that door behind you any second. It also stopped people from camping the start of the level where there is only 1 way in.
     
  36. squared55

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    New video update! I made the enemies quite a bit smarter. Now they are quite adept at kicking my butt. Looks like I'm going to make them do only ONE damage per hit.

    <Stuff's Changing!>
     
    Last edited: Feb 22, 2017
  37. Ethaninja

    Ethaninja

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    Very nice update!! Are the AI a bit less super accurate now? Last time I played (was a few updates ago) the enemy pretty much had aimbots xD
     
  38. squared55

    squared55

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    Thanks :)
    For the most part. I also made the enemies stay out of cover longer, so you have more of a chance to hit them back, and decreased the damage done by the basic enemies. I'm starting to run into a few difficulty issues, as, before, I could take out each enemy one at a time, but now they stick in groups. While that is still possible, they also start swarming you if you get caught in a bad place, hitting the player with 50 bullets at once.
     
    Last edited: Mar 25, 2013
  39. SevenBits

    SevenBits

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    Looking awesome!
     
  40. karlprods

    karlprods

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    not bad for a first game. good luck :)
     
  41. squared55

    squared55

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    Thanks guys!
     
  42. squared55

    squared55

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    Started working on a weapon customization screen:
     

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    Last edited: Feb 24, 2017
  43. Myhijim

    Myhijim

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    I believe it its through views on the day.

    My game "Three" reached 50th but its now sitting at 1,500th
     
  44. SevenBits

    SevenBits

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    UI is looking great.
     
  45. squared55

    squared55

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    Ah, that make sense. Thanks :)

    Thank you :). Now I gotta CODE the darn thing. Ugh.

    Here's an updated version:
     

    Attached Files:

    Last edited: Feb 24, 2017
  46. squared55

    squared55

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    Okay, call for help. I need a pair of attachment ideas for the Dragon Assault rifle and the Halberd combat shotgun. Any ideas?
     
  47. SevenBits

    SevenBits

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    Do a type of see-through scope for the rifle. Something large that you can aim with, but that's also semi-transparent so it's easier to line up your shots. For the shotgun, I have no idea. Explosive stuff, maybe?
     
  48. squared55

    squared55

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    I already have explosive rounds, but the scope sounds interesting... care to expand/clarify on that?
     
  49. squared55

    squared55

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    New Video Update!

    Is the sound better this time?

    <Stuff's Changing!>
     
    Last edited: Feb 22, 2017
  50. SevenBits

    SevenBits

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    Essentially, it would be a semi-transparent (like glass, but not) scope. When you aim, you could line up your shots easier because you would be able to see the the scope, but because it is transparent, you could also see partially through it, making it quite easy to line up your shots.