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enkantar

Falling world - A new FPS Work In Progress

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Hello! I'm posting this topic to present the new work from Game Over Studio. It's an FPS! Here is some information:


  • [*:1wzfg3oe]When: 2021
    [*:1wzfg3oe]Weapons: more than 20 different firearms
    [*:1wzfg3oe]Factions: Chinese, Americans

The story is ready, it's incredibly original, but we're waiting a bit to show it to you!

UPDATE #6

[youtubebb3]

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UPDATE #5

[youtubebb3]

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UPDATE #4

[youtubebb3]

[/youtubebb3]

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lol wy? It's just two countries he chose and made a story on. He hasn't actually said anything wrong about China or the race.

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It's single and multiplayer, even if probably we'll realize first multiplayer. Btw, next update is coming on sunday with a lot of news :)

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UPDATE #2

[youtubebb3]

[/youtubebb3]

The news:

-New test map

-New draw animation and sound

-Player and weapon interaction with enviroment

-Weapon eject bullet cases

-Auto, burts and semi fire modes

-New aim that get bigger if you run, walk or shoot

-Added AI

-Added climb

-Added fall damage

-Added dynamic jump

-Different accuracy with aim or less

-Fixed weapon smooth

-Fixed weapon position

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Update #3

[youtubebb3]

[/youtubebb3]

In questo update:

-Added weapon animations: walk, run, shoot, reload. They are still WIP and they'll be fixed in next updates

-Improved recoil

-Added kill list

-Added point when you kill someone

-Added crosshair when you hit someone

-Fixed some bugs

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UPDATE #4

[youtubebb3]

[/youtubebb3]

In this update:

-New method used for animations.

-New walk and run animations.

-Reload while running.

-Added avoid obstacles animation.

-Improved recoil

-Added sound when bullet capsules collide with something.

-Fixed some bugs

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UPDATE #5

[youtubebb3]

[/youtubebb3]

In this update:

-NEW MAP: It's just for test.

-New crouch/prone system.

-Directional walk animations.

-Animations more fluids in general.

-Improved recoil/kickback.

-Added blur while aiming.

-Fixed player speed.

-Fixed some bugs

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Hi guys, for the ones who didn't follow us on our facebook page, I'll show some screens about the new weapons we realized till now (and that are still WIP). If you have any suggestions, write here or directly on our facebook page, due to help us to grow up. If you want to follow us and be always conscious of the news about Falling World, please Like our facebook page (Please login or register to see this link. ). We are also working on a new video-update, which will be probably shown in January. We hope to make that update in Full HD or almost HD, so as to show you the full potential of our game.

Anyway, here the weapons:

L96: Please login or register to see this link.

M8: Please login or register to see this link.

AA-12: Please login or register to see this link.

Kriss-Vector: Please login or register to see this link.

Hope you like them! Comment for suggestions and Like our facebook page to follow us and help us to grow up. Thank you for paying attention.

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I am really liking the progress with your game. Keep it up !!! :d The model's look great (not in the video on his facebook page guys before you say otherwise -.- ). I really hope you finish this. I'll be watching this ! ;)

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Hy man! Thank you very much! I also hope to finish the project. We should release it in October 2013, I hope! Now the only things we need is to find someone who is able to make textures for the models and someone who is able to animate it better than I do :) Thank you to follow us!

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Do it on my birthday! (October 10th 2013). Also the models are too high-poly in Facebook so I think you are going to optimize it right?

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Yes, naturally they will be optimized. Actually we made those models just to make texture maps: it's better if we made textures using the high-poly, cause we have a bigger amount of details. After that, we'll start optimizing so as to have a low-poly version too.

P.S. We are searching for a texture designer and a animator. If you are interested in join us, please contact me :)

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Enkantar is correct. This is another thing I really liked about his game. The models look high poly right? Great! This means he can do the High poly to Low poly workflow. He just bakes out the details from the high poly mesh onto the low poly mesh, and then gets a diffuse, normal ext map with all the detail of the normal map!! It's really useful, and is the next gen technique I think everyone here should use.

@ Emkantar: I'll pm you to help you a bit on how to finish of the workflow.

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