Facility B Screenshots + Info

Posted by tijitdamijit on April 25, 2008, 2:36 a.m.

"Welcome, Mr Peter Y. Reynolds, to Facility B of the Experimental Weapons Division."

<This blog is dedicated to information on Clan Anticivilian's upcoming game, called Facility B>

The old version of the game, which some of you may have played, was an uber-violent extremely difficult top-down shooter. Well, the newer version that the clan and I are currently working on is a remake of that, except in 3D. This game was inspired primarily by Doom3 (created by id softward) and Pyre, a character from a GM game (which was called Pyre) who was created by Ergo. If it weren't for him, this project wouldn't be in development for now, so everybody applaud him!

The game is powered primarily by a currently unnamed engine created by lo_lord, using GM's built-in D3D functions. Technologically, it is most probably the best engine created using these functions, but that will be for you guys to decide when you play it.

Anyways, what you guys all really want is screenshots, so here they are. I haven't really revealed models of enemies and stuff while the character is in combat, but it shows off a few basic visual effects that are present in the game.

http://64digits.com/users/tijitdamijit/FacilityB_screen1.PNG

^Here's some basic lighting, and you can see the fake bump-mapping effect on the walls, and the reflections through the floor. ALL of these visuals were created by lo_lord.

http://64digits.com/users/tijitdamijit/FacilityB_screen2.PNG

^Eye adjustment visual. If you look directly at a llight, or go suddenly from a bright area to a dark area, your eyes need time to adjust. This effect emulates that. This was created by me, the HUD effects are about all I'm good for :/

http://64digits.com/users/tijitdamijit/FacilityB_screen3.PNG

^Red lighting, which is found in the maintenance areas of the facility. You can also see the old untextured shotgun model, which needs to be updated.

http://64digits.com/users/tijitdamijit/FacilityB_screen4.PNG

^And finally the nightvision. Initially the game had a flashlight, for those who saw an early gameplay video of this, but there were too many problems involved with it, and nightvision would seem more realistic anyway, since the player is in a advanced weapons development facility.

Comments

JW 16 years ago

HALF-LIFE I want this and ti better be good.

JW 16 years ago

and yes I mean ti

TDOT 16 years ago

Wow! Dem sum purty screens right der! I like the fake bumpmapping especially. The shiny-ness of the floor is well done to. Finish this game or die by spoon!

PY 16 years ago

neat

tijitdamijit 16 years ago

@Nobody: Ti'll be good, don't you worry

@TDOT: We've been working on this game since September last year, it's not going in the pile of games we never finish

@PY: Thanks ^^

Oh and by the way, when I keep saying 'We' I mean these people:

Game

tijitdamijit (Programming Lead)

lo_lord (Engine Lead)

Snowfell (Models Lead)

Darklinkkyle (Additional Models)

Music

omnimedium

Original 'Pyre' Concept

Ergo

Playtesting

gooch

bental

Tomppa

Five Damned Dollarz

Formalhaut

Marzipan

Zoltan Percish

Anim8or

Steven Glanville

Game Maker 6.1

Mark Overmars

RoyalSmacketh 16 years ago

cool

Joseph 16 years ago

update those guns, and make the nightvision green, or at least red with thick red on the lights…that aqua is just disgusting.

Mat 16 years ago

Nice looking effects, but the red lights pretty boring.

tijitdamijit 16 years ago

@Mat: The red lights are dynamic, they sorta pulse from brightness 0.25-0.75 using a sin wave.

@Joseph: Green nightvision is old-school. New nightvision is a cool-blue color, then I added a few extra layers of a bloom blending effect to make it look computerised. It looks cooler in real-time, trust me.