Work In Progress / Saviour Version 3

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Tarkus1971
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Posted: 25th Nov 2015 12:25 Edited at: 25th Nov 2015 12:31
Saviour Version 3


Created by Tarkus1971


Saviour is a visual and audio experience created in GameGuru.

This will be greatly expanded from the original indie contest game, 1st level is finished, much, much more detailed now. Last level almost there, lots of little levels will be now linked and added upon, thanks to the new c++ build.

When DX11 arrives, lighting will be improved also.


You find yourself alone and being told you must complete a mission to find the last 20 DNA elements of a failed race of beings.

Once found you must then explore the tropical Island of Los Diablo for a team of documentary film makers who were marooned there when the end came.

Traverse the 3 warp gates, hastily built by rogue scientists, and find them, these scientists must be found and brought through the gates to prevent further disruption.

Once that is done, the DNA elements must be returned to the creator to restart the million year experiment again. This will be the 4th time such an experiment has been tried, the last, the 3rd experiment was the most successful, but the need to remove the self destruction tendencies of this race will have to be worked on.

You must explore the last outpost, island, secret areas and finally traverse the high platforms and high level maze of Base World 4 and complete the mission.

Screenshots to be added 25/11/15 19.00hrs (approx)
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Wolf
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Posted: 25th Nov 2015 13:38
Please copy in a screenshot from your previous version or I will have to lock this thread
"When I contradict myself, I am telling the truth"
"absurdity has become necessity"
Tarkus1971
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Posted: 25th Nov 2015 15:08
ok here are a couple of screens, more to follow when i'm home from work. These screens are from the scientists level.

@Wolf - Apologies for not getting these up earlier.
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Tarkus1971
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Posted: 26th Nov 2015 19:52
A few new screens for Saviour V3.
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Tarkus1971
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Posted: 27th Nov 2015 08:22
With the new update, I have been able to increase detail, puzzles, sfx, which is so far giving a fantastic atmosphere. Nice one gameguru. Hope to upload a new short video quite soon.
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Emrys
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Posted: 27th Nov 2015 09:01
Nice screenshots, you've definitely got a unique style going on.
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Tarkus1971
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Posted: 27th Nov 2015 12:43
thanks emrys, hoping to get this done soon after xmas, then releasing on humble or maybe steam greenlight.
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Tarkus1971
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Posted: 29th Nov 2015 13:51
Below is a short video of the new improved level 1 so far. C++ build.

Radiation, Thirst, Hunger, and Anxiety scripts now working well too.



Hope you enjoy.
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Posted: 30th Nov 2015 15:57
Nice video, it would be very cool to see this greenlit on steam when it's finished
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Tarkus1971
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Posted: 5th Jan 2016 12:33 Edited at: 5th Jan 2016 12:43
Finally back to GG now and have now started work here on this game, will complete this one before lost in time as that is a bigger project.

Now working on a level which includes "additive" music and effects.

General breeze/wind sounds at ground level, climb higher, say for example, on a balcony outside and this wind starts howling around you. The 2 examples work well and are in the new level 2, just need add a battery system for powering stuff.

Simple music plays throughout level, 25 minute ambient track, and as you enter a building, a menacing bass pulsing fades in, leave this building and the sound will begin to fade out. Lots of paper design done, now just need to Guru it.

All add a great atmosphere, Saviour V3 level 1 is complete now. Greatly expanded now too.

Have replaced text thirst etc, with sprite based panels. See this link below for the FREE scripts and sprites.

https://forum.game-guru.com/thread/213190

Panels are near bottom of the post, but lots of free stuff there, if you dont have it already.

Screens and a video soon.

Happy New Year.
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Tarkus1971
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Posted: 9th Jan 2016 18:27
Some new screens from the new Saviour V3 level i'm working on.
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Tarkus1971
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Posted: 10th Jan 2016 09:10
The video below shows the additive music working in gameguru.

Main bass pads fill the game, wind noise at terrain level.

Brick building adds a bass throb to the music creating tension. Fades when you leave.

Warehouse adds a piano ambient track. Fades when you leave.

Balcony and walkways in warehouse produce a higher, more intense howling wind.

Music tracks play all in sync, and only using the soundbinau.lua



Let me know what you think.
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teamhalo
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Posted: 29th Jan 2016 19:09
Wow this is awesome!! I would love to see some new content from this project Tarkus As I've mentioned before, you really have some good level design and you make really good use of different assets. After work I will definitely give the videos a watch.
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Posted: 29th Jan 2016 23:01 Edited at: 27th Jul 2019 14:27
Excellent! SO atmospheric and the sounds blend really well.
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Posted: 30th Jan 2016 13:40
The music/sounds are *very* effective ... gave me the chills here and there

Cheers.
Tarkus1971
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Posted: 6th Feb 2016 19:21 Edited at: 7th Feb 2016 11:09
thanks for the comments. Ploughing on here with some new audio tracks, will be guruing some new level add-ins soon. When they are done and I'm happy with them I will upload some pics and then a new video, hopefully using Guru Buildings V3.
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Tarkus1971
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Posted: 14th Feb 2016 14:09
Here is a new video of a new Saviour V3 level using GuruBuildingsV3 from teamhalo.



Headphones Recommended.
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Tarkus1971
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Posted: 6th Mar 2016 17:19
Here is a slightly more updated version of this new level of the game. In this video you can see the occlusion pop up just before I got through one of the doors. Working on a battery script at the moment, its partially working so I need to get that 100% before I can share it.

Anyway enjoy this video, I hope



Once again headphones are recommended, (the music track is full length now, but I might make it longer.)
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Tarkus1971
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Posted: 12th Mar 2016 17:54
Does anyone know where the walking sounds are stored....... help.

Sad news about Keith Emerson today, a great inspiration to me...... RIP Mr Emerson.

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Posted: 13th Mar 2016 00:04
Tarkus .....Luv it lol you need my music man its on here for download
Tarkus1971
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Posted: 8th May 2016 12:15 Edited at: 8th May 2016 12:15
The game is now coming on well, the latest engine updates are really helping keep the frame rate pretty good, looking forward to better lighting though, but that will come soon I guess, will post some new screenshots soon

thanks honkeyboy,
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Tarkus1971
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Posted: 30th May 2016 10:13
OK the latest progress here, working on a post-apocalyptic desert island setting now, plenty of dark brooding atmosphere for this one. A few screens below, as progress has just started on this level

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Tarkus1971
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Posted: 4th Jun 2016 19:06 Edited at: 4th Jun 2016 19:08
New 2nd level now COMPLETE. Nice busy small level with a great framerate of between 60fps and 48fps, highest settings, no shadows.

If I put shadows on my FPS drops to 20

Entities from OldPMan, Valuable Assets, KenCharlesLong, Dimoxinil, TGC, Pirate Myke, JForth Designs.

Thanks to you all.

Some map editor screens below
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Tarkus1971
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Posted: 5th Jun 2016 12:51 Edited at: 5th Jun 2016 12:51
New video here, all puzzles are complete on this level, just need to tidy up and add some clutter and a bit more atmosphere and this level is done

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Tarkus1971
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Posted: 15th Jun 2016 20:38
Sneak peek at start of level 3 below. Early days as yet, and yes it's lighter than I normally like, but that might change.
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Ertlov
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Posted: 15th Jun 2016 23:39
Not bad at all! Keep going
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Posted: 16th Jun 2016 07:06
wow Tarkus !very nice!
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Tarkus1971
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Posted: 16th Jun 2016 11:22
@Ertlov - thanks, I appreciate your comment, I will keep going, just going to include some scripts for survival, some new ones which I hope to put in the store as soon as I'm happy with them.

@0Alemar0 - thanks also, work is going quickly on this level as less puzzles will be in this one, just have to survive against the elements and some sneaky nasties.

Video will be along within the next week or so I hope. As long as the daytime job doesn't interfere too much.

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Tarkus1971
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Posted: 3rd Jul 2016 10:10 Edited at: 3rd Jul 2016 12:19
OK, here is a very early video of the new level. Yes it is set in the daylight.



Featured are my new Survival Scripts (Now in the store at the link below)

https://www.tgcstore.net/product/28059

Any comments welcomed.
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Belidos
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Posted: 3rd Jul 2016 17:29
Looks awesome mate, well done.

One thing I noticed though, some objects, and the terrain looks a little glowy, try turning surface level down a touch?

Also, may i'd like to ask a quick question if I may.

How do you get the voice over to play so loud? I'm using voices in my WIP but they're being drowned out by the background sounds, how would I turn up the volume of specific sounds? (i'm using soundinizones for the voices)

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Tarkus1971
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Posted: 3rd Jul 2016 17:59
I used a SoundEditor and some free vst software to overdrive the voice.

free audio editor.
http://www.audacityteam.org/

how to use vst effects.
http://www.audacityteam.org/download/plug-ins/

free vst effects plugins (some links may not work on this site)

http://music.tutsplus.com/articles/over-90-free-vst-effects-plugins--audio-3834

all free and 100% legal.

Have Fun!
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Posted: 3rd Jul 2016 18:19
Awesome thanks, I already have Adacity, I didn't think of doing it that way.

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Tarkus1971
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Posted: 8th Jul 2016 19:52
Fiddling around in GG I'm thinking of doing a 3D remake of spindizzy, the surreal isometric game on the Amstrad CPC.

Just playing with a few screens, and seeing if it is even possible. Just need the player to slide on sloped edges.

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Tarkus1971
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Posted: 8th Jul 2016 21:16
SSAO looks awesome now.

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Tarkus1971
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Posted: 21st Aug 2016 16:06 Edited at: 21st Aug 2016 16:08
Ok here are some new level 6 screens, this level is set on a dead red planet. Is it Mars, who knows. Early days, but getting the atmosphere correct here will be crucial.
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Tarkus1971
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Posted: 11th Sep 2016 16:52 Edited at: 11th Sep 2016 17:01
Awaiting some entities from the store to be completed so I can carry on the the "Red Planet" level, so i started on the 4th Reich and the Triffids Level, as I'm calling it for now. As soon as I can I will return to the "Red Planet" level.

Entities used in this level are from Bod and OldPMan.
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Wolf
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Posted: 12th Sep 2016 15:58
New screenshots look way better! You seem to get rid of that ugly rendering you had going before. I mean, your levels where always well designed, just the colours didn't look right. I know that isn't easy to do in GG and good job!



-Wolf
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Posted: 12th Sep 2016 19:29
Hi Tarkus !

Work on the huge machine is still going. Soon already done. I could well be expanded UVmap a single image for the whole machine. This means that the animation will be. While that's a cookie in the form of screenshots.



I hope I'm not too detain work at your level. I myself really like this of the mining machine, so I bother over it properly.
Glad to see that you have found a use for my plants. I do vegetation, when I want to relax)))

Regards,
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Tarkus1971
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Posted: 18th Sep 2016 13:35

Wow that machine looks fantastic, no detaining here as I'm working on several levels, breaks up the workload, I find it's good to change a little.
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Tarkus1971
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Posted: 29th Sep 2016 10:23 Edited at: 29th Sep 2016 10:25
New level begun using Wizard of Id's great warehouse pack. Available below in the store.

https://www.tgcstore.net/pack/10860

Also using some Valuable Assets models and of course OldPmans too.

Very bleak cold level this one, For this I have turned off terrain and using some massive concrete slabs to make the ground as it is a warehouse so no terrain is needed. Early days on this level as yet.
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Tarkus1971
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Posted: 29th Sep 2016 14:46 Edited at: 29th Sep 2016 14:47
New screen with re-worked fencing and added lighting. All running at 100fps or more, so far so good.
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Tarkus1971
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Posted: 13th Oct 2016 09:08
Decided to redo the outpost level, making it bigger, darker and scarier. Few screens below of WIP.
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Belidos
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Posted: 14th Oct 2016 08:22
I love your work, it's very atmospheric, your style is very close to how i'm trying to get my game eventually. I especially like your music, it's amazing. With that style of music, and atmospheric gameplay, can i ask, were you inspired by Alan Wake?

I've notice that you have the original up on gamejolt, i'll definitely be checking it out, not so much to play, but i'm interested in how you achieved the atmosphere.

Talking about music, that reminds me i need to trawl through the store for some decent music for my game, i can do a lot of things but sadly i'm no musician.

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Tarkus1971
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Posted: 14th Oct 2016 15:13
alan wake, i played it on the 360, im mostly inspired by keith emerson, gary numan musically. john carpenters the thing was a great film and the minimal score is great, the original version is ok, lots of stuff was thrown in there, but it works pretty well. thanks belidos. having 5 synths here helps, delete all the presets and reprogram them to create new and evolving sounds is very important too.
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darimc
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Posted: 14th Oct 2016 18:25
This game looks really cool so far! I really like the attention you've paid to the things that really immerse the player, like the additive tracks. The level design is also top notch from what I've seen so far. Can't wait to try this one out.
Signatures are overrated.
Tarkus1971
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Posted: 15th Oct 2016 18:12
Thanks for the comments. Here are some videos of some WIP levels.









Hope you enjoy.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth.
Tarkus1971
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Posted: 20th Oct 2016 09:58 Edited at: 20th Oct 2016 10:01
A few new screens of new outpost level. Added some detail and altered lighting. Just now going to write all custom lua for this level. I hope Lee is considering a visual lua editor for GG, that would be a great addition. The fences I know are a bit too upright, I will angle them once the level is done.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth.

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Tarkus1971
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Posted: 20th Oct 2016 13:09
Just watched John Carpenters The Thing, inspired I thought i'll start an icy level. This was the result after only 15 minutes, very early but it has atmosphere. Will add some clutter and add some more screens.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth.

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Tarkus1971
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Posted: 20th Oct 2016 14:11 Edited at: 20th Oct 2016 14:12
Cluttered a corner and it's looking ok, be glad when we get more lights. Where is DX11 ?

Just need a nice cold icy soundtrack now
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth.

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Tarkus1971
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Posted: 20th Oct 2016 14:50 Edited at: 20th Oct 2016 15:54
UFO crash zone in the ice. Empty as yet but not for long. 20 minutes later shots here now. Added a few bits.
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth.

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