This is an alpha version of a game running on a beta version of fpscreator. If something does not work or an error message displays: Please do not ask...
A young, idealistic writer attempts various esoteric practices
- including astral projection - in a journey of self discovery and as
research for his novel. As he manages to leave his very body, an odd
sense of displacment possesses him and he wakes up in the recently
deceased shell of a young warrior on another planet within another
dimension. Little did he know that this energetic rift that hijacked his
astral body was a reccuring interdimensional event that transports
lower astral creatures and so called "lost souls" to possess and
resurrect the fallen in the otherwise utopic world of Spyra. A
cataclysmic event that happens every 700 years to rinse the universe of
useless energy such as lost souls. The Symarian necromancers, guardians
of the dead, mistake you for the messiah sent to end this catastrophic
reccurence once and for all. Will you find the means that grant you
passage back to your own body? What secrets will the land of Symaria,
the desert nation of Spyra, hold for you.
A small amateur game full of magic, adventure and a little romance.
I do my best to give Spyra a dreamy/mystical feel. Its pastel/aquarelle-like colors, ethereal ambient soundtrack and deep lore should provide you with a dense realm to explore.
The gameplay is a synergy of exploration, combat and puzzles driven by a fun storyline. Even though the first installment will take place in a large tomb / temple called the Sanctuary, later installments will open up and allow you to explore the world of spyra.
There will be multiple choice dialogues, inventory systems and crafting.
You will be able to cast magic and use alchemy.
I try to give the game a lot of variety by using almost all gameplay elements I can master with the tools I have.
Please understand that this is a one-man amateur production. Its a hobby for fun so I can't provide you with the same quality a studio does with better tools, a budget and a full team of professionals supporting the project. However, therefor I do not have any publishers, no marketing department and no deadlines which allows me to do whatever I want with this project.
If you red this far and took a look at the project, you already supported me. I would be delighted if you decide to follow or comment on what I have presented here so far.
Time for a larger update.
I have built 2 somewhat decent testmaps to illustrate this update. These levels aren't completely done yet as designing the new higher quality visuals takes some time and implementing the more complex gameplay takes some nerves However! I do believe that they show some progress and I haven't shown any direct screenshots in quite some time.
* More interactive environments with more dynamic effects. (Water, fog, wildlife, NPCs etc.)
Thanks to s4's mod, dynamic (movable) objects will react far better with light now so you can pick some things up and throw them around now without them looking "out of place". :)
* Higher quality in both design and textures. An improved engines and better understanding of optimising textures made me abandon the old washed-out look. I keep the colorful style though. :)
* Improved visuals using an extensive shader library. (its not UDK's
material editor but its still pretty potent for FPSC resources Fellow UDK developers might laugh at some more crude effects but hey! What matters is that its fun to make.)
* Player-body and real time reflective surfaces.
* Improved collision and optimisation. It won't run on a toaster but you will certainly get more FPS on a regular computer.
* Improved introduction plot... with less textscrolls.
Furhter improvments... or perhaps drawbacks will manifest along the way
To be honest, working on this game doesn't feel like making an FPSC game for quite some time now and I hope you are as fond of the results as I am so far.
Activating these arcane glyphs allows the player to spawn hidden objects. From items to passages. The architecture of this room is still a little incomplete but this is close to what it will look like in the
full version. Some of this specularity will also blend in better in the
I have added female necromancers to the lore. She does not have a proper shader yet which is why her stomach and hands look a little choppy. I can assure you that the final version will look a lot more lively.
Dungeons will often vary in architecture and design. I want there to be caves bordering in architecture aswell as in - to outdoor segments.
This hall should look like its "carved in" the rock. I'm still working on that but its an explanation as why there are stalactites hanging down from this ceiling.
I find that the caves have a neat "wet" feeling to them.
As you can see I have given objects varying effects to boost immersion and trying to tame that overly glossy FPSC shader effect. I think that I have made decent improvments. That book for instance uses bond1's static "tangentbasis" normalmapshader. The metal parts have a specular effect yet it lacks all of its "signature" gloss. (often seen in other FPSC games if you have no idea what I'm talking about here)
And now a look at the player body from the previous update In-Game
Comments are warmly welcome as usually :)