Work In Progress / 剎帝利: Direct Action 2

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Bugsy
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Posted: 21st Jan 2018 18:22
Developer: Bugsy

Story Blurb: following the success of the last mission, the pointman is contacted to do another mission infiltrating and investigating a chinese technology company by the name of 剎帝利. They Produce mainly bulk raw chemicals in factories in Xian, China. Undercovers have confirmed that these factories have been producing and exporting illegal substances afterhours. No attempt had been made to cease the ilicit activity, but then the 剎帝利 corporation predicted the location of and seized the remains of a meteorite impact before chinese officials could intervene. The government had no choice at that point but to use the foreign legion to mop up the factory and collect the data to maintain plausible deniability.


Gameplay:
PLAYER CHARACTER XXXX XXXXXX (redacted)
You are hired by your handler, KARL KLEINER to infiltrate the urban compound looking for clues as to what happened on the night of the 4th. you only know to look for IVAN PRESTON's office. There are several guards between you and the office compound. Tactical shooting is a must. similar to the first episode of the Direct Action series, it's less "guns blazing" or "insane parkour speedrunning" than a typical Kshatriya game. you will be scavenging rooms and trying to tactically flank opponents, using the variety of weapons available to your advantage given the situations.

features:
nice specular reflections with my cool dynamic light tricks
the best possible gameguru simulation of the original Deprivation Direct Action
great FPS rate with reshade on!
more "open ended" gameplay allowing multiple ways to breach a room
non-regenerative health

pictures:














this is most of level 1.

Contact: PM me

granada
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Posted: 21st Jan 2018 23:28
Another great looking project Bugsy,good luck with it .

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Duchenkuke
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Posted: 22nd Jan 2018 11:48
Looks great, as always ! Interested in seeing more.
Windows 10 64bit - Intel Core i7-2600 CPU @ 3.40GHz, 8,0 GB Ram, Geforce GTX 1050ti
https://sites.google.com/view/dkproductions




Bolt Action Gaming
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Posted: 22nd Jan 2018 18:04
Solid piece. Covered it in my weekly roundup. Just curious, do you lightmap before putting clutter objects down or after?
Bugsy
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Posted: 22nd Jan 2018 20:04 Edited at: 22nd Jan 2018 20:53
there really is no "clutter" objects. the texture/object budget of the level is kept to a ridiculous low and assets are reused all over the place. I keep most "clutter" to the ceilings and walls, and it's all pre-modelled. this runs at 70fps average and has anally-retentive bugsy-game optimization, so unlike wolf's games you won't find individual cigarettes on the ground, or bottles half full of water on somebody's desk, or pictures of naked ladies anywhere (that ones a maybe)

the occasional errant pallett, overlay, box, or wall-detail ABSOLUTELY MUST be placed prior to lightmapping or they wont have any shadows which looks really ugly IMO

edit: just read the weekly roundup; this is a sequel to wolf's FPSC game, not my game
Wolf
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Posted: 22nd Jan 2018 23:55
Quote: "edit: just read the weekly roundup; this is a sequel to wolf's FPSC game, not my game"


Hehe, I noticed that too but was not going to say anything. For those interested, here is the first game.

@Bugsy: You where leaning towards this with Origins, but I feel that this is the project where your hyper - optimisation and level design really click together. I don't feel like there is anything lacking in this level and it looks quite detailed despite being very low-poly.
The colours are working phenomenally here too.



-Wolf
Bugsy
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Posted: 23rd Jan 2018 00:43 Edited at: 23rd Jan 2018 07:16
I suppose you might feel the same when I slap a few dynamic lights in origins for specularity

we'll see if thats possible though, frame rates in that game are a tad jumpy. I'm still planning on releasing it, just at a holding point until I record the music.

edit: 2 new pics


Bolt Action Gaming
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Posted: 23rd Jan 2018 16:50
Interesting and thanks for the detail. I haven't been around the FPS Creator community long enough to know whose projects are whose. I'll make the necessary adjustments later today.

I'm more in Wolf's style of tons of clutter but I respect the clean and fast approach too. Should play well
Bugsy
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Posted: 23rd Jan 2018 22:13
not so much "fast" as my levels take a while to make and plan but rather "in hopes of 60+fps"

i built this map, without reshade the FPS average for me is 100+ (and it still looks damn good)
with reshade, it's more like 70 average. i haven't tried no reshade/lowest settings but I bet it'd run something more akin to 150 fps

Solar
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Posted: 23rd Jan 2018 22:39 Edited at: 23rd Jan 2018 22:41
This looks awesome! Good stuff!
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Bugsy
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Posted: 25th Jan 2018 07:52
thanks that means a LOT coming from you!
PCS
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Posted: 25th Jan 2018 19:10
Bugsy,,, cool man. it looks very nice.
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SpaceWurm
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Posted: 31st Jan 2018 11:07 Edited at: 27th Jul 2019 10:50
Loving the grittiness and sharpness in these screenshots. Walking around those factories without a mask would be hazardous!
Bugsy
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Posted: 1st Feb 2018 02:11
thanks landman! let's duo in pubg sometime!
Bugsy
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Posted: 19th Feb 2018 10:27
some """"greybox"""" of the next level (funny because these are actual walltextures)


Bugsy
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Posted: 28th Feb 2018 23:31 Edited at: 12th Mar 2018 01:56
HUGE imagedump: level 2 done except for enemies, replacing those stock media doors which is what i am guessing is causing my random slowdowns to like 40 fps >:C, and weapon/health pickups, also the door scripts, and one animated door.

REDACTED (edit)
I will be replacing these, they've been updated with a nicer skybox and better specular emission via a trick wolf taught me
Duchenkuke
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Posted: 1st Mar 2018 05:58
Nice screens, looking forward to play !
Bugsy
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Posted: 1st Mar 2018 23:04
Thanks duke!
update: in what is surely a NEW OPTIMIZATION RECORD, this whole map is currently TWO MEGABYTES (2mb) in size, compared to most of my map fpms which are 25-75mb

unfortunately gameguru doesn't care, and seems to just decide to run REALLY WELL OPTIMIZED things slowly sometimes to make me pull my fingernails out

sometimes I wonder if all my atlas texturing has been for naught and it's making my GG slower, because wetwork seemed to perform about as well as this and my attempt at "atlas texturing" (quote unquote so you know how sarcastic that was) was totally halfassed in that. the problem is reshade was not used so with a multiple variables there's less control on any experimentation I have, since i have gameguru shaders disabled entirely here.
Wolf
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Posted: 4th Mar 2018 14:05
This is also a criminally undercommented project...so I'm going to give you some thoughts.

The colour palette you use in your levels is really striking. Pinks, blues, violetts and then stark oranges. It has a rather unique flair to it as its so out there and yet subdued. Your level design is classy as always and apart from some higher polygon models, it reminds of something that might run on mobile or an obscure asian online shooter. Stuff like coded arms.

Now apart from the architecture...which is uncharacteristically open and clean for a Bugsy-Indoorsy level you often tend to have these kinda rectangular rooms with just random stuff in them. Like this. These always stand out to me as looking characteristically...err...game guru/fpsc levelish. room, entities. Like...what even happens in this room? Really uncomfortable alien porn? There is all these space, these crates (so storage) a random ladder and just a cable on the ceiling. Yet consoles on the wall. Not that much of a fan of those.
Since I'm being annoying, lets also point out the smoothing group issues on the gun and that I always find it kinda off how you position the thumb on your rigs. (not as off as what gearbox does. They always have the thumb kinda point outward...it irks me. Example one Example two example three. It definately looks as if there is no weight to the gun and he is really straining his muscles to keep this position. ... you know that I am ultra nitpicking here...but hey, thats also feedback. See this looks more natural to me.

What else...ah yeah, your own animated fan is cooler than mine and that skybox is really sexy. It looks way better than actual 3d buildings AND safes you frames. You should really design for portable games. Someone should hire you yesterday.

Also, ahem, you gotta burp you really gotta edit that interface. Know what I did in redacted 2? I don't mind the menues, those where complete horse crap, but the little pistol icon, the crosshair, the numbers... gotta get some colours and stuff in it, Morty, you can't just burp leave it like that. Like neoooon something. Blue, pink...whatever!



-Wolf
Bugsy
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Posted: 5th Mar 2018 18:55 Edited at: 5th Mar 2018 18:58
Quote: "They always have the thumb kinda point outward...it irks me. Example one Example two example three. It definately looks as if there is no weight to the gun and he is really straining his muscles to keep this position. ... you know that I am ultra nitpicking here...but hey, thats also feedback. See this looks more natural to me."


hahaha unfortunately EAI's hand rig is not pretty when holding the gun with the proper "thumb on top rail for maximum full auto control" as each hand is like super lowpoly. maybe if i could only get nicer hands working in GG. also 3ds max just cant seem to export a smooth model sometimes. idk what the deal is as it seems to decide almost completely at random whether the export will be smoothed regardless of if it has a smooth modifier, or smooth is checked or unchecked in the .x export options. I've reexported the stupid fan room 3 times.

Quote: "Like...what even happens in this room"

in that room you flip the switch next to the PIPES (that is not a ladder) on that console to unlock this room
figured if i had too many giant scenic setpiece rotunda rooms it would make them less interesting. it's a tradeoff, and it's all following a strict media budget so there's not much room for "extra details" in any rooms, despite how square they may be. I have to use stuff i can basically use everywhere else in the map or it's pretty much a waste of a model/texture to me unless that model is a focal point.

The first room is referred to in game as a "control room" and the other referred to as a "security room" if that context helps at all

Quote: "Someone should hire you yesterday"

YOU'RE DARN TOOTING I AM SO POOR

and yeah if you're lucky you'll get a custom cursor or something. I did do a complete custom menu treatment for GG MULTIPLAYER SIM which is arguably such a trivial title it didn't need it.
PCS
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Posted: 6th Mar 2018 19:25
Bugsy, very nice project , looking good
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Wolf
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Posted: 12th Mar 2018 00:17
You also gotta give this a really funky soundtrack.
Bugsy
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Posted: 13th Mar 2018 01:29 Edited at: 13th Mar 2018 01:30
you know I will. heres the updated level 2 pics. I rerendered the skybox to be nicer and removed the fog, also increased the range of some of the specular lights and used your little herospec tip.











Teabone
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Posted: 13th Mar 2018 01:44
Wow this looks fantastic ! Realy liking the lighting there
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Wolf
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Posted: 19th Mar 2018 09:43
The lighting really makes this! Wow!
Its a good screenshot when you really want to walk around in it



-Wolf
granada
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Posted: 19th Mar 2018 14:57
Nice work Bugsy,it came together really well .

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SpaceWurm
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Posted: 20th Mar 2018 18:32 Edited at: 27th Jul 2019 10:51
Overall, I love what you've done here. Don't know how you do it but you have this certain way of making the textures look very sharp, usually I'm not a fan of over sharpened textures but you style makes it work wonders for the general aesthetic of the environments.

In this screenshot:


Do those beams running across the doorway hurt the player and (this may be anal) as a minor detail, would those beams need something to originate from? Like a nozel of sorts where the beams come out and go in. That's just my 5 cents.
Defy
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Posted: 24th Mar 2018 01:30
The style flows, Rusty. Color usage suits your scenes well.
Wishing you well on your project
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Bugsy
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Posted: 31st Mar 2018 21:40
Quote: "Do those beams running across the doorway hurt the player"

no. i might add laserholes but honestly if i forget i hope it won't ruin the game for you

Quote: "The style flows, Rusty. Color usage suits your scenes well.
Wishing you well on your project "

thanks defy! nice to see you still around
mrsmallbee
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Posted: 10th May 2018 20:46
Wrong text alignment
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Posted: 11th May 2018 16:32
the screen shots are all awesome, would like to play and walk around in it.
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Bugsy
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Posted: 13th May 2018 15:23
Quote: " Wrong text alignment"


how so?

Quote: " the screen shots are all awesome, would like to play and walk around in it."


thanks! that won't be for a while, however. I'm out of town currently and my computer's powersupply died. the power is also currently shut off at my house lol.

basically, i gotta finish kshatriya origins first. just a few more sounds and one more song, then I place it all and do final testing+distribute it to a few key beta testers, then release it. this game, being only 2 levels, will take less time once origins is done.
Wolf
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Posted: 18th May 2018 22:59
Quote: "how so?"


Pretty sure he/she means the chinese text here.



-Wolf
Duchenkuke
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Posted: 20th May 2018 06:58
Damn it bugsy, just release a demo already I wanna PLAY !!!!!!!!!!
Bugsy
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Posted: 29th May 2018 05:32
at this point, with x11 finally being given the update we've all been begging for for 7 years or so now, this game may be migrated over. origins definitely will be, but i'll use this game to test the capacity for GG to do that before I let myself skip remaking every origins map. if x9 maps simply cant be salvaged in x11 I'll do this one in x9 and postpone origins a bit, then do origins over in x11.
Wolf
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Posted: 14th Jun 2018 20:06
So will this run on X11 or X9 now??
Bugsy
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Posted: 14th Jun 2018 20:21
x9. I got my x9 build back working. Going to develop this in it and when it's done, we see if origins should be ported to x11 or if i should just put the audio in and build it.
Wolf
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Posted: 16th Jun 2018 18:16
Hmm! Tough choice. If its only 3 levels, it will probably fit into the memcap and you dont have to wait or X11 to work.
However you'll have the monumentally long loading screen issue.



-Wolf
Bugsy
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Posted: 16th Jun 2018 18:38
it's actually only 2 levels, and I think i've done well keeping load times down.

level 2 is only 1905 kb
level 1 is closer to normal size (35000 kb) although we gotta give the players one good long loading screen to read a lot of text on, this IS spiritual a sequel to direct action after all.
Wolf
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Posted: 16th Jun 2018 22:32
Put in the audio and give us dat game!
lordjulian
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Posted: 17th Jun 2018 09:35 Edited at: 17th Jun 2018 09:37
What does the oriental writing say? Chatree?
Julian - increasingly disillusioned and jaded
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Bugsy
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Posted: 17th Jun 2018 19:36
Kshatriya

(which is pronounced chatreeyuh)
Wolf
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Posted: 25th Jun 2018 17:52
K S H A T R Y A

Where is the download link at?
Bugsy
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Posted: 26th Jun 2018 05:44
didnt I already let you play level 1?
want me to just give you level 2?
Pirate Myke
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Posted: 27th Jun 2018 13:53
This is stellar work.
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Wolf
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Posted: 29th Jun 2018 13:46
Haha no, I don't want level 2!

I want both strung together as a game with loadingscreens and music

Its time, Dr. Freeman



-Wolf
Bugsy
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Posted: 30th Jun 2018 01:50
well then I'll need your level 2 lines!
Wolf
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Posted: 30th Jun 2018 15:25
You said someone else did them?
Bugsy
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Posted: 1st Jul 2018 09:10
nope, we're going to take yours, and clean them up in izotope!!
Wolf
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Posted: 1st Jul 2018 14:11
I dropped the lines in your skype
I'll be off to eastern europe tomorrow, when I come back in a week, I hope to be able to play

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