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RiseandShine
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Project;Mindbreak

Postby RiseandShine » Mon Feb 17, 2014 6:32 pm

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Yo guys, 8 months ago, I had a "wonderful" idea about a story. It was vague, sketchy and without many details. At the same time, I noticed something else in the FPS games in general. Many games have a set of common features. The most important 2 I've noticed are HUD elements like crosshairs and ammo counters, and a general absence of creativity when it comes to gamemodes. Sure, there are some exceptions, but none of them quite filled the necessary dose of fresh air that the industry needed. After that, I decided that the story was going to turn into the singleplayer of a game, and into an FPS. And that it wasn't going to have a HUD. Among other elements. During the next 7 months, I went on to draw concepts and model weapons, planning out components of the game. Didn't do much since I was on school most of the time and I didn't administer my time well.
Enough of that. On to the game. Project; Mindbreak (name subject to changes) is a multiplayer and singleplayer FPS, on the Unity 4.3 engine (free) that aims to break the routine of modern games, by using more realistic elements that won't destroy gameplay. For example:

Weight system - I know, Counter-Strike has one, and many other games do, but it depends on the weapon you are carrying right now. This one takes in account all of your loadout, and reduces your speed gradually, among other stuff.

Fitness system - Now this is more interesting. The more a player's character runs, the longer and faster it will go. Same for strength and damage resistance.
The character will get fitter faster if they carry more weight on their loadout.

TF2-esque backpack and in-game currency – Cosmetics and weapons will be achieved through an in-game currency obtained by killing and accomplishing objectives.

And here's a taste of the story:
Gale Thornton is a broker that lives in New York in 2035. He speculated with oil prices on the economical crisis that was generated because of the decrease in oil reserves around the world. Gale did a massive damage economically to millions of people, but he doesn't feel any remorsment. But an encounter with an old friend and a false time trip will change his mind. Forever.

I'm going to post regular updates here about pretty much everything, from models to level design. I am also actively looking for C# programmers and texture artists that can join me in its development, since this is quite an undertaking. If interested, contact me on Skype: Rise and Shine.

A share of the work that's been done:
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Last edited by RiseandShine on Tue Feb 25, 2014 5:42 pm, edited 3 times in total.
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby RiseandShine » Tue Feb 25, 2014 5:31 pm

Update time. Currently I've found a solution for my problem with bumping while climbing slopes. I'm using a rigidbody controller, and I have to exchange it for a character controller. It's going to be a bit complicated though, it's linked to a lot of code, I'll need to edit a lot of it to not break the game.
A couple days ago I uploaded the game's header and logo in Deviantart. I'll put the header in the first post, and here's the logo:

Image
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby thevraptor » Sun Mar 09, 2014 2:46 am

I like this concept and the models, and I totally agree with your opinion on the fps genre. I am currently working on my own fps that will break boundaries as well, in the sense that it will be a smoothie of concepts, some used and some original, into one game. To sum it up, it's a multiplayer parkour fps with dinosaurs and cool, new, interesting gadgets to use in battle. It's called Volliod and it is about to go into early alpha. I will be developing a first person controller with parkour moves embedded into the code for the game, and you can have it if you like.
Lead (and only) developer of RaptorJesus Games.

Currently working on: Volliod
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Re: Project;Mindbreak

Postby Dima » Mon Mar 10, 2014 10:24 pm

I didn't get the part with the strenght and running, will it increase as the round goes or is it oing to calculate all your running time and increase it? Other than that, the cgaracter looks amazing, nice work!
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Re: Project;Mindbreak

Postby RiseandShine » Tue Mar 11, 2014 6:04 pm

thevraptor wrote:I like this concept and the models, and I totally agree with your opinion on the fps genre. I am currently working on my own fps that will break boundaries as well, in the sense that it will be a smoothie of concepts, some used and some original, into one game. To sum it up, it's a multiplayer parkour fps with dinosaurs and cool, new, interesting gadgets to use in battle. It's called Volliod and it is about to go into early alpha. I will be developing a first person controller with parkour moves embedded into the code for the game, and you can have it if you like.


I've already read about your stuff, too, and I'm quite interested about the concept. As a base I am using Eteeski's FPS1 tuts, and I'm having quite a bit of a problem when adapting the scripts to my needs, like implementing a character controller. I've already asked around in the IRC channel, but no luck. Also, I do have in my plans to implement some parkour-ish moves, like vaulting and mantling, plus some other stuff. My specialty is not programming, I'm more of a modeler and image editor.

I didn't get the part with the strenght and running, will it increase as the round goes or is it oing to calculate all your running time and increase it? Other than that, the cgaracter looks amazing, nice work!


It's going to calculate all of the speed, always that you ever run in the game.

And now for the update. As I have told vraptor already, I'm having quite a bit of a problem when trying to get a char controller to work. I have put a couple of Input.GetAxis, some movement code, but my char is still not moving. The four warnings I got with the controller are gone, but it's the same thing. I will probably post a question in Unity Answers.
In the meantime, I'm just doing everything else I can to push this kart: GUI, concepts, modeling, planning a bit of level design and whatnot.
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby RiseandShine » Fri Mar 21, 2014 7:03 pm

Little explanatory video (excuse the occasional brain farts, no script)

https://www.youtube.com/watch?v=QGtD1Ag-hNE
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby RiseandShine » Sat Mar 29, 2014 7:14 pm

Great news guys, I've actually gotten the character controller to work, so now the game is somewhat playable. You can shoot, walk, crouch, and kill a guy. Next up, making the char not fall through the ground when crouching, stances (prone, running, mantling, sliding, etc) and main menu. The last should be too difficult, since I've got the free NGUI version now, the header and all of the necessary buttons. I just need some GUI effects, I'll record one tomorrow.
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby Dima » Sun Mar 30, 2014 10:32 am

RiseandShine wrote:Great news guys, I've actually gotten the character controller to work, so now the game is somewhat playable. You can shoot, walk, crouch, and kill a guy. Next up, making the char not fall through the ground when crouching, stances (prone, running, mantling, sliding, etc) and main menu. The last should be too difficult, since I've got the free NGUI version now, the header and all of the necessary buttons. I just need some GUI effects, I'll record one tomorrow.

Can you tell me which programs do you use to make models and characters?
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Re: Project;Mindbreak

Postby RiseandShine » Tue Apr 01, 2014 5:09 pm

I use Blender 2.69 for modeling, Photoshop for textures and everything 2D, and soon enough I'll use Zbrush for UV unwrapping and high poly modeling, and sculpting.
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby Calahagus » Tue Apr 01, 2014 8:34 pm

I always enjoy hearing updates from this. Do you have a blog or something that I can check?
Good thing I have this sniper rifle and my good sense of stealth.

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Re: Project;Mindbreak

Postby RiseandShine » Wed Apr 02, 2014 3:35 pm

Heh, well this is the only place where I am posting actual, proper updates. I was planning to do that in Youtube but I can't be arsed, and Deviantart is just for, well, art. Models, interfaces, concepts. Let's see if I can be arsed to actually improve my Javascript-fu, because I'm only doing graphical stuff.
I was going to get a page going, but I'm still figuring out how I'll deal with hosting and domain name. All updates will come through here.

Edit:

Talking about updates. I actually bothered to get a proper main menu designed and done. Have a look and tell me what you think:

Image
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby Calahagus » Thu Apr 03, 2014 4:23 am

RiseandShine wrote:Heh, well this is the only place where I am posting actual, proper updates. I was planning to do that in Youtube but I can't be arsed, and Deviantart is just for, well, art. Models, interfaces, concepts. Let's see if I can be arsed to actually improve my Javascript-fu, because I'm only doing graphical stuff.
I was going to get a page going, but I'm still figuring out how I'll deal with hosting and domain name. All updates will come through here.

Edit:

Talking about updates. I actually bothered to get a proper main menu designed and done. Have a look and tell me what you think:

Image


I like it! The buttons are a bit awkward, but with a bit of polish it'll look awesome!
Good thing I have this sniper rifle and my good sense of stealth.

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Re: Project;Mindbreak

Postby RiseandShine » Wed Apr 16, 2014 7:57 pm

After more than a week of a hiatus, between the We Are Scientists concert and problems over at home, I am back into the development of P;M. Will update shortly with prop models.
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby RiseandShine » Mon Jun 02, 2014 7:47 pm

Couple things, 90's mode has been cut completely and work has started on the website, [url]fallingmodulegames.com[/url]. Currently a 404, will have some things soon enough.
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby RiseandShine » Thu Jun 26, 2014 4:10 pm

Well, the programmer who was working with me isn't answering to chat, he is on Steam and playing games, but even if I talk to him, he won't answer. So again looking for C# or JS programmers. I had a bit of another hiatus, yet again, due to a trip to Germany that lasted a week.
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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Re: Project;Mindbreak

Postby RiseandShine » Tue Jul 08, 2014 4:37 pm

We have a website up! Excuse the random pop up ad, I have Adblock Plus and didn't notice that until I happened to take a look in the upper right corner of my screen... D: I'll try to fix it now.

http://fallingmodulegames.com/
http://fallingmodulegames.com <-- Our krew's page
http://riseundshine.deviantart.com/ <-- Deviantart page
http://www.youtube.com/user/RiseandShine57 <-- Youtube channel

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