Off Topic / Amytric Pulse - Operation Euridike - A free FPS game

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Wolf
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Posted: 27th Sep 2019 21:26 Edited at: 3rd Nov 2019 00:56


UPDATE: Game can now be downloaded here.

Hey gang!
If you read this thread, chances are you've already seen me presenting this game on Discord. Now, since this is a project, just like I used to work on back in the day, I've also opened a work in progress thread in the FPSC forums. Just like old days. But since I mostly lurk around here now and since this is also running on a TGC engine, I figured I'd drop it in here too.

Speaking of old times, that is also exactly what you can expect from this game. I understand that through the years I have earned a bit of a reputation of doing new things in FPSC, new techniques, models, shaders... none of that is here. This is just a somewhat simple FPSC shooter and I guarantee that nothing about it reinvents the wheel. However I'm pretty confident that it'll be good fun.
You can expect the same type of game I used to release around 2010. I've specifically designed it to work within the limits of the memory cap while still featuring a lot of action, that is why some scenes seem a bit barren or low-poly.

Amytric Pulse - Operation Euridike is a straight forward action fps with some subdued adventure elements. I aim for a release around late october or early november. The game is nearly in alpha and the release date entirely depends on how long it'll take me to record all the voice acting and polish the levels. AND of course... this IS FPSC, so a lot depends on wether it works or not. I have a whole catalogue of FPSC titles that I could not fit into its laughable memory cap back in the day but thanks to Nomad and S4reals stellar work with the Black Ice Mod there is just enough wiggle room now to make slightly more elaborate games in FPSC. So if you too want to give it another spin, now is the time.

Given FPSC's nature and track record its still just as possible that this will simply not work in the end! I can still chop the game up into chapters if the loading bug persists but I am confident that with BMI's improvments, this might just work! If so, I'll likely persue a more complex FPSC project in the future but for now, its just a shooter

P L O T



Personal Log of Agent Anna Sorensdottir:

Operation Scythe, a coordinated international offensive against the transgenic Collective was a dire failure and cost us most of our men and resources. While we managed to weaken the mutant forces significantly, they have struck us with such a fatal blow that it might have just been the final nail in the coffin for humanity as we know it.

Task Force Zero has already been reduced to a single active unit and in the wake of this grand assault, our men have been taken captive by the Collective.
Now reduced to a skeleton crew we concocted a plan to rescue our agents. Its really nothing more than a last ditch effort..., to send in the last remaining member of the Task Force, with hopes that he single handedly exfiltrates a dozen captives from a formidable high security military installation.

However, to Agent Grimms immense credit he has accepted the mission without any hesitation. He appears confident that there is a chance for us to make a dent into their defenses and his demeanor had a calming effect on me during our preparations. If he can remain so restrained even though his fiancée is among those captured, why should I be such a nervous wreck? After all
he is the one actually sent in there while I'll only observe through his infolink.

We'll drop Grimm over the Qasqir Tower military installation, once a brutalist monument to the military strength of the Pan-Asian Coalition, now a center of operations for the Collective.
High altitude, low opening in the dead of night. There is a distinct chance he will not be noticed as the mutants likely don't expect a break in from the top. It is up to him to interface me with the buildings intranet so I can lock out the reinforcements from the lower levels of the tower. After that all he has is about an hour, maybe hour and a half before they circumnavigate my efforts and he'll be so outgunned that even a man of his caliber and particular skill set will be outmatched. If our agents are still alive, he is to find them. Our thermalecholocation scan of the building revealed them to be held near the helipads, that is our only chance. If he manages to get to them in time we can send in a stealth helicopter to retrieve them. A lot of "ifs" and "buts" and no certainty.

I understand that I am likely the most efficient hacker still operating for the collective but I'd dread to be the one on com-line while they send Morgan Grimm to his death.

F E A T U R E S



* Its a new FPSC game that isn't a dull walking simulator with the spoopy closet monster! Yay!
* 9 Levels, some of them might even be good!
* Custom sound design and voice acting
* That homely old janky amateur production quality
* The game is kinda blue, its stylistically designed to be this way but I might have gone too far in a few places.

S C R E E N S H O T S








































Thanks for viewing.

Cheers!
osiem80
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Posted: 27th Sep 2019 21:46
nice 2 see fpsc is still alive, gonna check it out
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Wolf
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Posted: 28th Sep 2019 17:25
Thanks Osiem! If all goes to plan it should be out soon-ish.
lordjulian
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Posted: 30th Sep 2019 10:20
I like the topless woman! Maybe she has a bra on but I don't have my reading glasses on so I am choosing to believe she is topless.
Julian - increasingly disillusioned and jaded
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osiem80
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Posted: 30th Sep 2019 10:24
If thats the case dont forgett to put a "PEGI 18" label on
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Wolf
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Posted: 30th Sep 2019 19:51
Haha, no, she is wearing a tan colored robe.
Wolf
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Posted: 21st Oct 2019 20:30
I aim to have this finished for Halloween / 30th October!
The game is pretty much done at this point, I am just adding the voice overs now and then there'll be short testing phase.
Everything works fine or decent enough and I think, at least for FPSC fans, it'll be fun to play! I can not yet vouch for the games stability, but I do my best to try having it run as well as possible. FPS on my rig are always between 75 and 80 + there is an autosave after every level: So if the game decides to crash between level loads, you can re-start where you left of. Giving the nature of FPSC's memory issues, that should then allow you to load the next level.

Now! Here is a video of the combat in action. It will be very similar in the final release:



And of course: New screenies.





























Thanks for viewing and please stay tuned for the release!



-Wolf
Loretta
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Posted: 22nd Oct 2019 16:07
Looking forward to it! Looks Great Wolf!
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granada
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Posted: 24th Oct 2019 19:10
It’s on my list

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Wolf
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Posted: 28th Oct 2019 23:53 Edited at: 28th Oct 2019 23:53
Thank you!

Hey all!

The game is now in beta and I have gotten a lot of really useful and detailed feedback from my testers! Thanks again you lot!
To my amazment, it built all 9 levels in one sitting flawlessly. I never saw this with an FPSC game of this size before.
Now, there are several AI issues and small things in the game that need touching up but the biggest issue is FPSC being FPSC again. Meaning that the game tends to crash during level loading.
I was still able to complete the beta and so where most of my testers so far but it only loads in dividetexturesize = 2... that means in half texture resolution which looks a bit original x-box muddy. It also tends to crash to desktop or conjure up a mighty, unholy runtime error after getting 2 or 3 levels (out of 9) in.
Now I placed autosave functions before every level end so the player doesn't lose his progress but I still rather not release a game so prone to crashing to a wider audience.
If this can be solved I'd be more than happy!
However, all this does also move the release date to some time in the future. I had a lot of fun making this game even though it doesn't work correctly right out of the gate.

I would also like to thank S4real and Nomad for their stellar work with BMI.

Now here is an older video for now. I will upload a full playthrough of the beta later to my channel...however THAT video will spoil the game, so only view it if you don't plan on trying it yourself













Wolf
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Posted: 3rd Nov 2019 00:55 Edited at: 6th Nov 2019 06:25


PLEASE READ THESE FOUR POINTS BEFORE YOU PLAY!


* This game uses the dividetexturesize = 2 command and runs therefore in half resolution. Sadly, this was necessary to get it to run at all. You can change this value back to 1 or 0 in the setup.ini if you wish to try running it in full resolution, as intended. Now, this will likely crash but if it happens to run for you, please let me know.

* While in game, you can press F12 to activate reshade. This will tint the game differently, add anti aliasing and a few other neat post processing improvements. It really does mask the fact that it runs in half resolution a bit HOWEVER
if you run re-shade: The loading screens will now no longer be visible. This means that you will miss out on the lore that I have put into those. If you wish to read them, you can switch re-shade off when a level is about to end (second autosave in a level) or read them as PNG files I packed with the game.

* Sometimes you might get a subscript out of bounds error during level load. This will usually not repeat if you restart the game, load your last save and continue again. I am sorry for the inconvenience and can understand if this is a deal breaker for you. However, with FPSC a lot of things are always compromises.


* IMPORTANT: This game runs in 1920*1080 by default. You can edit this by changing the "height" and "width" lines in the setup.ini with your preferred resolution.

****


Hey Gang!

I'm happy to finally release the public version of Amytric Pulse! Please let know what you think of the game, I always appreciate your feedback!

DOWNLOAD MEDIAFIRE


Amytric Pulse - Operation Euridike is a straight forward action fps with some subdued adventure elements.

I understand that through the years I have earned a bit of a reputation of doing new things in FPSC, new techniques, models, shaders... none of that is here. This is just a somewhat simple FPSC shooter and I guarantee that nothing about it reinvents the wheel. However I'm pretty confident that it'll be good fun.
You can expect the same type of game I used to release around 2010. I've specifically designed it to work within the limits of the memory cap while still featuring a lot of action, that is why some scenes seem a bit barren or low-poly. You can visit my art station gallery to see some of these older projects. In a way I am really glad I released this game as it is very similar in style and substance as the old FPSC SF "Shavra" games of which only 2 where finalized, albeit with game breaking problems. (See one of them here.)

P L O T



Personal Log of Agent Anja Sorensdottir:

Operation Scythe, a coordinated international offensive against the transgenic Collective was a dire failure and cost us most of our men and resources. While we managed to weaken the mutant forces significantly, they have struck us with such a fatal blow that it might have just been the final nail in the coffin for humanity as we know it.

Task Force Zero has already been reduced to a single active unit and in the wake of this grand assault, our men have been taken captive by the Collective.
Now reduced to a skeleton crew we concocted a plan to rescue our agents. Its really nothing more than a last ditch effort..., to send in the last remaining member of the Task Force, with hopes that he single-handedly exfiltrates a dozen captives from a formidable high security military installation.

However, to Agent Grimms immense credit he has accepted the mission without any hesitation. He appears confident that there is a chance for us to make a dent into their defenses and his demeanor had a calming effect on me during our preparations. If he can remain so restrained even though his fiancée is among those captured, why should I be such a nervous wreck? After all
he is the one actually sent in there while I'll only observe through his info-link.

We'll drop Grimm over the Qasqir Tower military installation, once a brutalist monument to the military strength of the Pan-Asian Coalition, now a center of operations for the Collective.
High altitude, low opening in the dead of night. There is a distinct chance he will not be noticed as the mutants likely don't expect a break in from the top. It is up to him to interface me with the buildings intranet so I can lock out the reinforcements from the lower levels of the tower. After that all he has is about an hour, maybe hour and a half before they circumnavigate my efforts and he'll be so outgunned that even a man of his caliber and particular skill set will be outmatched. If our agents are still alive, he is to find them. Our thermal-echolocation scan of the building revealed them to be held near the helipads, that is our only chance. If he manages to get to them in time we can send in a stealth helicopter to retrieve them. A lot of "ifs" and "buts" and no certainty.

I understand that I am likely the most efficient hacker still operating for the collective but I'd dread to be the one on com-line while they send Morgan Grimm to his death.

F E A T U R E S


* Its a new FPSC game that isn't a dull walking simulator with the spoopy closet monster! Yay!
* 9 Levels, some of them might even be good!
* Custom sound design and voice acting
* That homely old janky amateur production quality
* The game is kinda blue, its stylistically designed to be this way but I might have gone too far in a few places. (if you go with the intended look by pressing F12.)
* Sometimes you even get free surprise run-time errors! (I am sorry)

V I D E O S

SPOILERS








S C R E E N S H O T S














Notes to my Beta Testers


* Replaced initial appearance of Qasqir Tower to make it more coherent with what it looks in-game
* You should no longer be able to glitch through the vent shaft in level 3
* Additional Save Points and Save Points placed better
* Game Difficulty reduced with new AI in places
* Hostiles no longer use rocket launchers (subscript error still persists though)
* Clear Info Sheet in level 1 to explain what a health pack is
* G36 improved and picking up a rifle no longer loops the entire reload sound.
* Garage Door no longer opens into oblivion
* Some static health items are now dynamic

Not improved are:
* Error where the player is stuck after respawn. I was not able to replicate the issue
* Lack of interactivity in some areas. Given how I have to already run this at half resolution I was hesitant to add more HUD images... so if a console does not have an interaction prompt (F) its not interactive.

DOWNLOAD MEDIAFIRE


Thanks for checking it out!
Belidos
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Posted: 3rd Nov 2019 09:10
Euridike .... hehe sounds like ..... you're a .. *giggles* ......

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Wolf
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Posted: 4th Nov 2019 15:28
Yes. Bugsy pointed that out to me right when I first showed him the title.
Its supposed to be a reference to the tale of Orpheus and Euridike, but whatever entertains...
Wolf
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Posted: 8th Nov 2019 15:27
Hello!

I'm bumping this because I got around to spread the game to the usual outlets! If you wish to support it and leave a comment or rating there, please do

Itch Io
Game Jolt
Indie DB



-Wolf

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