PSI:CO [Demo v1.1 Hotfix]

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Tabula Rasa
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PSI:CO [Demo v1.1 Hotfix]

Postby Tabula Rasa » Tue Jul 22, 2008 1:34 pm

EDIT (4/24/2011) - So, I finally, finally, finally, got to the end of what I felt was sufficient to release as a demo. YAY ME! Please, play it. If there are any bugs or errors, please let me know. It has a lot of sounds and music, so sorry in advance for the large file size. But anyway, if you played the old demo, give this one a try.

I blew the dust off PSI:CO, took my new knowledge of the 001 software, and decided to try and revive this old project. The new demo will be bigger, longer, better, and yeah, so....

The Story: About 30-50 years from now, a group of superpowered humans called PSIs(pronounced S-Eye-s, sorry, but that name has been a problem with some people in the past) are revealed. No one really knows how long they have been around, but some experts esimate that it could be as far back as the 1980s( and the experts would be right in this case). So these people, these PSIs are constantly met with hostility, so much so that a company is started in their favor, PSI:CO, owned and operated by a man of the name Baron Praxxis. The whole purpose of PSI:CO was to provide a place to live or PSIs uder persecution, to keep them away from normal people. The actual execution of it, however, was much different. The place is run like a prison, like a workhouse, where every single PSI is being put to work to profit for PSI:CO, and PSI:CO alone has been the number one proprietor of advanced technology, mysteriously releasing products 50 years ahead of their time.

And every 5 years, a PSI is harvested for the natural element he produces within his body, called PSIk.

You play Dax, (male or female, with a player-generated name.), an orphan who works at PSI:CO's Saga City Branch, (one of PSI:CO's more notorious branches. He has made friends with some of the other PSIs there, such as Col, a cryokinetic who has saved Dax's life on multiple occasions, and Nora, an amnesiac technopath with a heart of gold.

Dax is ordered to take care of some Lower City thugs who have been destroying PSI:CO supply warehouses. The truth, however, goes deeper than that.

[I've currently only gotten Act I and Act II written down. Each Act will have it's own objective, but the ultimate goal is to bring down PSI:CO, for good or bad.]

Gameplay:
New gameplay features include:
* Tiered-PSI system with special abilities.
* Custom Level System with distributable points.
* Better Interface
* Mission Objectives with Mission Log
* Flashlights
* Better Graphics
* Sound Effects
* Player Personality and Speech, yes, your choices will affect how your character sounds.
* ZOMBIES! :D
* And more are currently in development.

Here's how the story's going to play out ( as far as I've gotten): [SPOILER ALERT] Highlight to reveal: [But seriously, they're spoilers.]

Act One- Player is still getting used to the gameplay, introducing new features, such as missions, combat, that sort of thing. Also creates an image for how bad life is in Cell Block D5, and the fear that every PSI has of their "benefactors".

Eventually, The proprietor of PSI:CO himself, Baron von Klaust, impressed by your recent achievements, tasks you to track down a group of underground thugs called the "Forbidden", and bring word to him when you find them. This will prove not only to the rest of the world, but also to his benefactors, the prowess of the PSIs he keeps in his care. He sends his newest initiate, Col, with you to help you.

Once Dax has completed this task, however, Baron will consider himself to be "done" with you, and order an immediate liquidation. Dax has no choice but to escape, with the help of Nora and Col.

Act Two
- Once Dax has escaped the immediate reach of his captors, Nora and Col will try to come up with a plan to escape Saga City completely. Nora recommends using the abandoned subway tunnels, but Col warns this way will be dark and unreliable. He recommends a trip through Quarantine Zone to the North, but Nora dismisses it as being too dangerous to run around in the cities at night. Either way, it will ultimately be Dax's decision.

Once out of immediate danger, (after the previous part is said and done,), the trio will come across a cult that calls themselves Legion. Legion will represent the other side of the coin; how dangerous PSIs can be and how far they can go, trying to make the story more ambiguous and not so good/evil.


Here's some before and after screens:

B&A1.PNG
Version 0.2, And Beta 2011 0.1
Last edited by Tabula Rasa on Mon Apr 25, 2011 7:49 pm, edited 12 times in total.
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Neto
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Re: PSI:CO

Postby Neto » Tue Jul 22, 2008 1:42 pm

pretty interesting. looking a lot forward it.
also you should get rid of aquakinesis, since cryokinesis is just cool enough to replace it.

to put screenshots, host them in an image website like imageshack.us or badongo.com then copy the link called Hotlink for Forums #1 and paste here (just get rif of the URL code that comes before the IMG code)

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Re: PSI:CO

Postby jake.lutze » Tue Jul 22, 2008 1:45 pm

That sounds like an amazing story. I really cant wait to see how it turns out, if you need any help with resources, pm me.
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Re: PSI:CO

Postby miroki123 » Tue Jul 22, 2008 1:57 pm

Good storyline work. I didn't get the objective of the game, every game should have one. :?
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

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Re: PSI:CO

Postby Tabula Rasa » Tue Jul 22, 2008 2:16 pm

Thanks, Neto. Here are some screenshots:

Image
Dax's Room


Image
An uptight PSI.
Last edited by Tabula Rasa on Wed Aug 20, 2008 2:01 pm, edited 1 time in total.
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Mike
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Re: PSI:CO

Postby Mike » Tue Jul 22, 2008 2:22 pm

Ugh, Neto :P.

There's a button below where you type, it says "Upload attachment". There, you can pick some files to show screenshots.

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Re: PSI:CO

Postby Dunce » Tue Jul 22, 2008 2:25 pm

Pokit wrote:Thanks, Neto. Here are some screenshots:

Image
Dax's Room


Image
An uptight PSI.



Fix'd... wait... Why are images showing up as the word Image?
Image

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Re: PSI:CO

Postby Neto » Tue Jul 22, 2008 2:26 pm

yea but those don't look large and beaultiful like the uploaded ones :D
but if you want quick upload use attachment, sure

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Re: PSI:CO

Postby Mike » Tue Jul 22, 2008 2:29 pm

If you click on them, they go bigger :P.

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Re: PSI:CO

Postby Tabula Rasa » Tue Jul 22, 2008 2:50 pm

Okay...trying the screenshot thing Mike's way...
Attachments
PSICO2.GIF
An uptight PSI
PSICO1.JPG
Dax's Room
Image

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Re: PSI:CO

Postby Neto » Tue Jul 22, 2008 3:58 pm

the hot thing around here now is custom resources/graphics, you should visit the the resource section and ask for support on how to make some good resources and help to make some to you :D

but your choice/conversation system is pretty nice, buddy
it seems that the game storyline will be quite complex :P

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Re: PSI:CO

Postby Tabula Rasa » Wed Jul 23, 2008 12:05 am

Here are some more screenshots, for those who actually want to see combat.
Attachments
PSICO4.JPG
Earning your security clearance
PSICO3.JPG
Slightly dangerous training
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Re: PSI:CO

Postby Conker001 » Sat Jul 26, 2008 2:10 pm

Wow amazing, i have a great tile sets, that maybe will work for you, if you like please PM me (send me a private message)
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Re: PSI:CO

Postby jake.lutze » Mon Jul 28, 2008 1:20 am

anymore progress?
Image
Do you want me to amke a resource?
PM me and Ill see what I can do.
Invasion of the 8-bit Aliens
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Re: PSI:CO

Postby Tabula Rasa » Wed Jul 30, 2008 11:47 am

I was working on the game away from home on another computer which I had to keep where it was, so I had to copy the project onto a flash drive. A minor setback, because I forgot to copy the resources I made with Paint. They weren't that hard, so it won't take long to redo them.

As far as progress goes, the game is large and complex, and I'm writing scripts for almost every trigger you can think of. I'm working on the first part of the main city, Saga City, as it is called. As far as the map goes, it's done, if not actually populated with characters and side quests. But you can explore the area for an uninterrupted journey of sight-seeing.

I'm thinking of turning this into a episodic-type thing instead of one incredibly long game. Would that be preferrable?
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Re: PSI:CO

Postby miroki123 » Wed Jul 30, 2008 1:12 pm

Sometimes the episodic-kind can be interesting.
Last edited by miroki123 on Wed Jul 30, 2008 1:40 pm, edited 1 time in total.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

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Re: PSI:CO

Postby Mike » Wed Jul 30, 2008 1:14 pm

Sometimes is makes downloads longer and more frustrating for players. Had one guy a while back make a series of games, each one had like 5 maps - it got annoying.

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Progress Check: PSI:CO

Postby Tabula Rasa » Fri Aug 15, 2008 5:35 pm

PSI:CO's doing fine for now. Two more days until I head home. A few of the side quests have finished, and I'm about to start on the actual story part of it. As of this date: The following content has been updated:

-6 New Maps
-3 Side Quests
-5 Less Bugs
-3 New PSI Powers
-1 New Team Alliance
-3 New Futuristic Weapons
-2 New Effects
-5 New Cheat Codes
-So many variables and switches it would make your head spin
-All characters are now fully interactive, and 90% will react to the things you say and do. Some will react to your alignment now.
-The busy street is failing.
-2 Shops

EDIT:

Demo version is completed and ready for release. There are a few minor bugs that I need to work out. (Some side quests need more once branches, for example.

PM Squeak for cheat codes.
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Re: PSI:CO

Postby TheSchmittMeister » Sun Aug 17, 2008 2:26 pm

it looks VERY good, i am looking forward to it being released!
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Re: PSI:CO

Postby Squeak » Tue Aug 19, 2008 8:20 pm

Dude, Smitty, the demo is already in games. There are a few minor bugs, but its a pretty good game ;)
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Version 0.2

Postby Tabula Rasa » Wed Aug 20, 2008 8:34 am

I am currently working on Version 0.2 for my demo of PSI:CO. Demo v0.1 has been released. It should be a vast improvement over the first one. Here are the things I'm planning on improving, but if you can think of any others, then please let me know. (Note: the options with an asterisk* next to them mean that that particular change may or may not take place.)

- Adding 2 Alignment-Choice Side Quests
- Adding several new weapons
- Side quests shall no longer be mistakenly repeatable.
- The holding frames for Throwing Knives shall be fixed.
- Character "guarda" inside the Warehouse map will have his weapon speed decreased.
- HUD Modified
- Visual Modified
- Main Menu added
- New death script
- The spawns for the escort quest and weapon quest shall be guaranteed.
- PSI Powers shall be either automatically equipped upon being unlocked or you will be notified of their existence.
- The jogger in Saga City will not be stuck on building corners.
- A series of new cheat codes
- More chances to be good over evil
- More civilian characters to populate Saga City.
- PSI Powers will no longer be items, since the new version of 001 just came out.
- Either option of speech upon completing the escort quest will allow you to collect the reward.
- Crossing over the escort quest command zone twice will not screw it up.
- You will be able to return to your room and the PSI Hall once you leave.
- The door behind the ones leaving PSI Hall will be deleted.
- Your original paycheck will be decreased (you are working for a price that's below minimum wage, after all).
- Doors will be added to indoor buildings, instead of having to press the action key near where you entered toleave.
- Since fire PSI, Physical PSI,Energy PSI, and Cryo PSI are all now obsolete due to the new version of 001, they will all be removed and the cheat for PSI Master will be deleted.
- You will gain new PSI Powers upon level gain, not scripted event.
- The busy street will be operational.*
- You cannot be killed during the clearance room training program. Instead, you may simply fail and try again.*
- Hospital map added.
- A PSI will be present in PSI Hall who will always be ready to heal you.

Screenshots will be released at a later date.
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Re: PSI:CO

Postby bboy920 » Thu Aug 21, 2008 11:01 am

Cool Dude.....Sounds Like a Really Cool Game..I Can't Wait To Play It!
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Re: PSI:CO

Postby Squeak » Fri Aug 22, 2008 12:21 pm

Im working on graphics for weapons and powers for PSI-CO, and I need some ideas for weapons, not exactly futuristic weapons, but weapons we would have only a few years from now. Kinda' like that show Futureweapons
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PSI:CO Postponed

Postby Tabula Rasa » Wed Sep 03, 2008 8:21 pm

Until further notice, I will be ceasing all work on PSI:CO. My reasons are my own. I will post a notice when I can work on it again.
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Release Date for Version 0.2

Postby Squeak » Fri Nov 21, 2008 1:44 pm

Since we are reaching around the holidays, I have set a release date for the second version of PSI:CO's demo. Version 0.2 will (hopefully) be released at about the end of December/beginning of January. Don't hold your breath. I need to set up transport arrangements and whatnot.
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Re: PSI:CO

Postby MIV » Mon Nov 24, 2008 5:44 am

Squeak wrote:Im working on graphics for weapons and powers for PSI-CO, and I need some ideas for weapons, not exactly futuristic weapons, but weapons we would have only a few years from now. Kinda' like that show Futureweapons


Woah. Why didn't ya ask? I've made MANY for the Apocalypse series.
There's a hybrid laser cell pistol, Cryogenic Compression Cell (C3) weaponry, Oscillation Blades, Advanced Tactical Rifle, Particle Accelerator etc.
Pick and choose. It's on the house. :D
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: PSI:CO (Demo V0.1 Released!)

Postby Tabula Rasa » Mon Nov 24, 2008 2:14 pm

Perhaps a little too futuristic, but I'll take a look and let Squeak know.
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Re: PSI:CO (Demo V0.1 Released!)

Postby C0c1 » Fri Nov 28, 2008 9:15 am

so are you working on it again?
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Re: PSI:CO (Demo V0.1 Released!)

Postby Tabula Rasa » Fri Nov 28, 2008 11:43 am

Not exactly, but I know at what point I'm going to be able to. Until then, just cross your legs.
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Version 0.2 Released!

Postby Squeak » Sat Dec 27, 2008 12:53 pm

Whoop! :D
Version 0.2 has been released, and its better than ever! We've fixed dozens of bugs and added tons of new stuff!

- Adding 1 “dungeon” area
- Adding first-ever chain quest.
- Adding several new items
- Side quests shall no longer be mistakenly repeatable.
- The holding frames for Throwing Knives shall be fixed.
- Character "guarda" inside the Warehouse map will have his weapon speed decreased.
- HUD Modified
- Visual Modified
- Main Menu added
- New death script
- The spawns for the escort quest and weapon quest shall be guaranteed.
- PSI Powers shall be either automatically equipped upon being unlocked or you will be notified of their existence.
- The jogger in Saga City will not be stuck on building corners.
- More civilian characters to populate Saga City.
- PSI Powers will no longer be items, since the new version of 001 just came out.
- Either option of speech upon completing the escort quest will allow you to collect the reward.
- Crossing over the escort quest command zone twice will not screw it up.
- Your original paycheck will be decreased (you are working for a price that's below minimum wage, after all).
- Doors will be added to indoor buildings, instead of having to press the action key near where you entered to leave.
- Since fire PSI, Physical PSI, Energy PSI, and Cryo PSI are all now obsolete due to the new version of 001, they will all be removed and the cheat for PSI Master will be deleted.
- The clearance training room program is a heck of a whole lot easier.
- Variables added to side quest.
- No Shadow Remains off of Silhouettes in the Clearance Room.
- Hospital map added.
Tutorial added.
- A PSI will be present in PSI Hall who will always be ready to heal you.
- Crime Stat added.
- Newspaper added.


All these features and bugs have been fixed and once you start the game, make sure to hit "Z" to equip your "Unarmed" weapon that you get at the start of the game. It won't show on the inventory box, but it's there.
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Re: PSI:CO (Demo V0.2 Newly Released!)

Postby Tabula Rasa » Sat Dec 27, 2008 1:02 pm

Screens attatched:
Attachments
shotthree.JPG
shottwo.JPG
shotone.JPG
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Re: PSI:CO (Demo V0.2 Newly Released!)

Postby MIV » Sat Dec 27, 2008 10:14 pm

Just my opinion: Lots more custom resources, and add detail to the maps. They look plain-ish, especially the city. The facility's fine, but needs more sci-fi-ish stuff.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: PSI:CO (Demo V0.2 Newly Released!)

Postby Tabula Rasa » Sun Dec 28, 2008 2:28 am

Thank you. You're probably right, but I never actually got around to customizing the more sci-fish things.

(quick note: The Crime Sequence that initiates every time you enter the city is broken. Just agree to bribe the cop. It won't cost you anything.)
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Re: PSI:CO (Demo V0.2 Newly Released!)

Postby MIV » Sun Dec 28, 2008 5:18 am

Thanks for the spoiler, but like I said, since your game is more of a sci-fi, controlled environment, you should make it something like that. Try setting your game like The Island (the movie) or Mirror's Edge. You'll see that it seems more suitable for your gaming environment.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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The M4 Team Salutes You.
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Re: PSI:CO (Demo V0.2 Newly Released!)

Postby Tabula Rasa » Tue Jan 13, 2009 3:43 pm

I'll keep that in mind. Also released a fixed version where all the bugs I mentioned are taken care of. New Soundtrack too! :P

Please! Download, rate, and post with any critique you guys might have! I need to take notes for future reference.
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Re: PSI:CO (Demo V0.2 Newly Released!)

Postby MIV » Wed Jan 14, 2009 10:21 am

Critique No. 1: HUD.
Green basic bar - not very sci-fi-ish, and even so, needs re-positioning to more of the top-left corner.
Change the generic white circle too, or add detail to it.

That's all I can think of now, I'm sleepy.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

Image
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The M4 Team Salutes You.
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Re: PSI:CO (YES, That's right! :D)

Postby Tabula Rasa » Sun Apr 03, 2011 2:08 pm

I blew the dust off PSI:CO, took my new knowledge of the 001 software, plus a lot of the new features that have come out since 1.4, and decided to try and revive this old project. The new demo will be bigger, longer, better, and yeah, so...

[I've currently only gotten Act I and Act II written down. Each Act will have it's own objective, but the ultimate goal is to bring down PSI:CO, for good or bad.]

Gameplay:
New gameplay features include:
* Tiered-PSI system with special abilities.
* Custom Level System with distributable points.
* Better Interface
* Mission Objectives with Mission Log
* Flashlights
* Better Graphics
* Sound Effects
* Player Personality and Speech, yes, your choices will affect how your character sounds.
* ZOMBIES! :D
* Characters have custom names, and can be male or female (with certain interaction options changing for each).
* And more are currently in development.


Here's a before and after screen:

B&A1.PNG


And here's some of the new screens:

PSICOTitlePNG.PNG


PSICO2.PNG


PSICO3.PNG


It's still very early in development, and I'm currently working on overhauling certain parts of the story. Be assured, that this version is going to be a lot darker than it's predecessor, though there is still humor to be found.

I've been working on this game in a very chronological manner, and so far, the few early scenes look great.

:D
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Re: PSI:CO (YES, That's right! :D)

Postby SBG » Sun Apr 03, 2011 2:17 pm

Man that looks a hundred thousand times better! Good luck ;)

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Tabula Rasa
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Re: PSI:CO (YES, That's right! :D)

Postby Tabula Rasa » Sun Apr 03, 2011 2:20 pm

Thank you! It's real great to have support!
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Mike
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Re: PSI:CO (YES, That's right! :D)

Postby Mike » Sun Apr 03, 2011 9:12 pm

Yay, you're back to making a game :D. Looks nicer, agreed.

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Re: PSI:CO (YES, That's right! :D)

Postby coffeennicotine » Mon Apr 04, 2011 1:56 am

Woah. Someone that has a game that's been in development longer than mine. :lol: Was in development before I arrived here actually..... And glad you're back on this game. For sure check out customs for tiles and updating the sprites will help too. I think you might be hearing this a lot because you've secured confidence in the plot and I presume people are calling this a given and are talking about the more open aspects of the game.

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Re: PSI:CO (YES, That's right! :D)

Postby Tabula Rasa » Mon Apr 04, 2011 9:12 am

Seen this a lot about the customs. Rest assured, you'll be seeing them alot more.
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Nils Kiherman
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Re: PSI:CO (YES, That's right! :D)

Postby Nils Kiherman » Fri Apr 08, 2011 5:07 pm

it looks so aweeesoome!!! you are very good :D i think this game looks so cool and i love zombies i don't mind what other pople say bout them they are classics <3
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Re: PSI:CO (YES, That's right! :D)

Postby Tabula Rasa » Fri Apr 08, 2011 5:50 pm

Ultimately, it's going to be a small part overall. It will, however, be a driving point for the beginning of Act II. Zombies, man... ;)
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Nils Kiherman
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Re: PSI:CO (YES, That's right! :D)

Postby Nils Kiherman » Fri Apr 08, 2011 6:32 pm

lol sorry i get too exited whit zombies part *¬*
the hole idea is awesome! i love it thinking on kinda mutants (for the powers) and you are one of them and the idea of the evil company this game is cool
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Re: PSI:CO (New Demo RELEASED!)

Postby Tabula Rasa » Sun Apr 24, 2011 12:12 pm

Alright, the demo version for PSI:CO will be released soon, I don't know how soon, but I hope it's soon. It will contain a large portion of Act One, which is going to be much larger, much more in-depth, and much darker than the previous demo.

Here's how the story's going to play out ( as far as I've gotten): [SPOILER ALERT] Highlight to reveal: [But seriously, they're spoilers.]

Act One- Player is still getting used to the gameplay, introducing new features, such as missions, combat, that sort of thing. Also creates an image for how bad life is in Cell Block D5, and the fear that every PSI has of their "benefactors".

Eventually, The proprietor of PSI:CO himself, Baron von Klaust, impressed by your recent achievements, tasks you to track down a group of underground thugs called the "Forbidden", and bring word to him when you find them. This will prove not only to the rest of the world, but also to his benefactors, the prowess of the PSIs he keeps in his care. He sends his newest initiate, Col, with you to help you.

Once Dax has completed this task, however, Baron will consider himself to be "done" with you, and order an immediate liquidation. Dax has no choice but to escape, with the help of Nora and Col.

Act Two
- Once Dax has escaped the immediate reach of his captors, Nora and Col will try to come up with a plan to escape Saga City completely. Nora recommends using the abandoned subway tunnels, but Col warns this way will be dark and unreliable. He recommends a trip through Quarantine Zone to the North, but Nora dismisses it as being too dangerous to run around in the cities at night. Either way, it will ultimately be Dax's decision.

Once out of immediate danger, (after the previous part is said and done,), the trio will come across a cult that calls themselves Legion. Legion will represent the other side of the coin; how dangerous PSIs can be and how far they can go, trying to make the story more ambiguous and not so good/evil.


Anyway, this is the story so far, and I'll be adding it to the front page as well. But if you're antsy about spoilers, don't read it. Seriously. K. Just making sure.

BUMP (4/24/2011) - So, I finally, finally, finally, got to the end of what I felt was sufficient to release as a demo. YAY ME! Please, play it. If there are any bugs or errors, please let me know. It has a lot of sounds and music, so sorry in advance for the large file size. But anyway, if you played the old demo, give this one a try. It's really a lot better.

http://www.engine001.com/games/PSI%3ACO_289.htm

Some more screenshots:

PSICO5.PNG


PSICO6.PNG
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Re: PSI:CO (New Demo RELEASED!)

Postby RPGking » Sun Apr 24, 2011 3:38 pm

It was good for a demo. I came across a few bugs, when leveling up and talking to the doctor, after you've assigned your points, you cannot move and there's a giant zero on your character, only after pausing it did the game become unstuck. In some maps, there's intense lag, might be something to do with the flashlight. Nice to see some of my particles at work. :) Don't forget you can scale those down from their original sizes. :)

All in all good job. :)

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Re: PSI:CO (New Demo RELEASED!)

Postby Tabula Rasa » Sun Apr 24, 2011 3:43 pm

Yeah, the lag is from the flashlight, but it's because those maps are already well-lit. Just unequip the flashlight.

The level-up bug is because the game is scripted to be paused, but never unpaused.

But thank you. Rate, please.
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Re: PSI:CO (New Demo RELEASED!)

Postby RPGking » Sun Apr 24, 2011 5:02 pm

Sure thing, also, Resident Evil 2 Library Theme, nice nostalgia over here. :)

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Re: PSI:CO [Demo v0.11 hotfix]

Postby Tabula Rasa » Mon Apr 25, 2011 7:39 pm

Uploaded a quickfix this afternoon. Just thought I'd let you guys know.

Uploaded: Demo v0.11 quickfix
* Fixed levelup bug where game would remain paused once finished.
* Fixed bug where weapons would not be properly removed once sewer level was finished.
* Fixed bug where mission log would not properly update.
* Added stereo in apartment.
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Re: PSI:CO [Demo v1.1 Hotfix]

Postby noeneto123 » Fri May 20, 2011 3:08 pm

that great game! :shock:
Gameplay is much beautiful :D
Congratulations! Excelent game. ;)

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Re: PSI:CO [Demo v1.1 Hotfix]

Postby Tabula Rasa » Sun May 22, 2011 12:55 am

:D Thank you.

Will post progress in a short while.

EDIT: Oh, and please rate. IT means a lot to me.

Bump (5/21/2011)
Some new features I'll be adding (since I'm a beta user),

New Main Menu: Looks a lot nicer
PSICONEW1.PNG


Mouse Support- Cursor Action
Will be using the mouse to navigate interfaces, and I even made a similar system to miroki's Crosshair mode:
:D


PSICONew2.PNG


PSICONew3.PNG


The main thing I've been working on at the moment is the city, it's complete, but completely devoid of any life whatsoever, so it's not totally done yet.

PSICODevelopment.PNG


Cities take a lot of work. This is just Lower City, one part of Saga City. It will play a major part of Acts I and IV.
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Re: PSI:CO [Demo v1.1 Hotfix]

Postby sonic swordmaster » Mon May 23, 2011 11:37 pm

Those maps look great I especially like your use of lighting in them. :D
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Re: PSI:CO [Demo v1.1 Hotfix]

Postby Tabula Rasa » Thu Jun 09, 2011 10:26 pm

Sorry for those of you who have been waiting for this; my current laptop's not running 001 and I can't get access to my other, better computer, until I'm ungrounded. (How embarrassing, right?)

Anyway, I'll resume work on this project ASAP. Rest assured, I won't let it die again.
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Re: PSI:CO [Demo v1.1 Hotfix]

Postby sonic swordmaster » Thu Jun 09, 2011 10:31 pm

Don't give up on it no matter how long it takes.
This game will definitely be worth the wait.
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Re: PSI:CO [Demo v1.1 Hotfix]

Postby RPGCreator » Fri Jun 10, 2011 11:50 am

sonic swordmaster wrote:Don't give up on it no matter how long it takes.
This game will definitely be worth the wait.

That's for sure.

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Re: PSI:CO [Demo v1.1 Hotfix]

Postby serrafina » Thu Jun 16, 2011 10:16 pm

Storyline: There's definately a story, but I feel like there should be more twists, but as long as the players know what to achieve then the storyline is fine! :D If you don't know what I mean, I mean when the player is stuck behind locked doors, what should he do to find the key? Keep asking yourself 'why' at different spots that players often ask. ;]
Graphic: There's a few clashes with the resources being used. [I was very exstatic about seeing my own from the past, lol.] However, remember not to place very realistic objects next to objects that appears to be drawn from paint. That's my best suggestion. It'll keep players from noticing too much.
HuD: The title menu looks nice! The hud like the heath bar, etc. needs some improvements. I don't know what the blue bar represent right away nor did I know about the yellow bar. I also feel like the bars take alot of room for the playing screen. I think it'll look better if they're smaller. Try to cluster the blue and yellow a bit closer, but keep the green bar bigger, since that's more important.

I hope you can continue this game, because it looks very promising! :D

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Re: PSI:CO [Demo v1.1 Hotfix]

Postby Tabula Rasa » Mon Jun 27, 2011 1:28 pm

serrafina wrote:There's definately a story, but I feel like there should be more twists,

There's definitely a better storyline in the works, this was mostly an alpha to demonstrate some of the progress and the features. A second demo is playing, which will contain a much bigger part of the game.

serrafina wrote:There's a few clashes with the resources being used.

Yes, I know. I tried to keep them down to a minimum, so I'm trying to find tilesets that are similar to the more realistic ones. Sorry about that. :(

serrafina wrote:I don't know what the blue bar represent right away nor did I know about the yellow bar.

That's why I included a tutorial. The Blue Bar represents PSI, which you don't ever get to use in the demo. The Yellow Bar is stamina, which keeps track of how long you can sprint [CAPS LOCK]. I'll keep that in mind about shrinking it down in size, though.

Thank you very much for the critique. :)

BUMP: Got my stuff back, so I'll start work on PSI-CO ASAP.
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Mike
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Re: PSI:CO [Demo v1.1 Hotfix]

Postby Mike » Mon Jun 27, 2011 1:52 pm

Cool :D.

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Re: PSI:CO [Demo v1.1 Hotfix]

Postby Nils Kiherman » Wed Jun 29, 2011 2:53 am

i love it man! :3 very entertaining one <3 10/10
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