Category PS3 CFW and Hacks       Thread starter batman       Start date Nov 25, 2019 at 1:04 AM       5,889       24            
Proceeding the UDK Ultimate PS3 Update V2 release and my Gears of Kombat Free Game comes Fursan al-Aqsa: Knights of al-Aqsa Mosque for PC, PS3 and Xbox 360! :D

A free demo version will be available soon (ETA end of November), and along with @PSXHAX for support I would like to thank my Brazillian fellow ROD Lima for all his help with Unreal Scripting Programming. He is most known for his Resident Evil 2 Fan Remake in UDK Engine:

I would also like to thank my friends at UDK Engine Forums for all their help and support.

As you may know, recently EPIC asked me to put offline my project UDK Ultimate Engine (the custom build of UDK Engine with PS3 and Xbox 360 Export Support), however, they were very kind with me and allowed me to keep using my custom version of UDK to publish my games.

I even signed with them an Unreal Engine License Commercial Amendment, so now I am a Licensed Unreal Engine Developer and I am ready to pursue my dream of life!

I am Brazillian, from Arab ascendance, my father is from Palestine, and something I never revealed before, and one of the biggest reasons of me creating this game, is that my father was a fighter of the Palestine Resistance Movement, he fought against Israel Army in the Lebanese Civil War on the 70's.

From since I was a kid, I felt too much proud of my father and the Palestine People in general, because of their strength and constant resistance. So this game is kinda tribute to the brave people of Palestine and their resistance against military occupation.

Fursan al-Aqsa: Knights of al-Aqsa Mosque is a third-person action game where you play as Ahmad al-Ghazzawi, a young Palestinian student who was unjustly tortured and jailed by Israeli Soldiers for 5 years, had all his family killed by an Israeli Airstrike and now after getting out from the prison he seeks revenge against those who wronged him and stole his homeland.

This game is being developed during the course of 4 years by one person (me, Nidal Nijm), in a custom version of UDK Engine (Unreal Engine 3), using the best technology to tell a compelling story through a game packed with non stop action, advanced 3D graphics and modern gameplay mechanics, however keeping the soul of old school shooters.

You will play in missions across ground, sea and sky, you have many objectives to accomplish in each mission, epic bosses battles, powerful guns, vehicles to drive, helicopters to take down, and much more. Expect a LOT of action and adrenaline!!!

This game also is greatly inspired by Hideo Kojima's Metal Gear Solid, Call of Duty Modern Warfare and Insurgency Sandstorm.

I hope you enjoy this game and support me by purchasing it. I decided to release this game as episodes (missions), each mission by a symbolic value just to cover my development costs, as everyone knows that develop a game is not an easy task, it takes a lot of time and effort.

It will be a very small value, however any copy sold of this game is very important and will truly help me. Please buy this game to support me (whenever I release it), because I truly need your help!

I hope by the end of this month (November) to release a free demo of this game for PC, PS3 and Xbox360 so people can see and feel what my game is about, enjoy the gameplay and feel the action.

I plan to make something similar to Metal Gear Solid VR Missions (if you may remember), on which I will teach the player the basis of the gameplay, like training the player for the true battle that will come on the final game.

About the first episode (mission), I hope to release it at the end of December or beginning of January 2020.

In the Spoiler below are some trailers of the game itself, a Beta version of this game. I am already redoing everything from scratch, remaking the models, animations, and maps, raising the overall quality, polishing things here and there, to deliver a high quality product for all people to enjoy.

Also you can see the new updated model for my character protagonist, and the difference between the new player model and the old one, so you all can be sure I am committed to do my best on this game. These old models were just placeholders for me develop the basic game programming framework and features.

Video Trailers & Screenshots of New Player Model In-Game:

Spoiler: Fursan al-Aqsa Video Trailers & Screenshots

You can follow the development of my game here:
Fursan al-Aqsa Dev Blog Updates:
Fursan al-Aqsa Knights of al-Aqsa Mosque for PS3 by Nidal Nijm Games.jpg
 

Comments

batman

Developer
Member
Contributor
Fursan al-Aqsa Dev Blog #7 - Making Of SplitScreen Multiplayer

In this article I discuss the technical details of how I implemented the Multiplayer with SplitScreen for my game.

It's worth a reading :D

Spoiler

Fursan al-Aqsa - Enemies AI Update

Spoiler

This video shows the updated enemies AI in action, alongside the preview of a very fun new game mode: "Blow Them Up" Let's frag!

In the next post I will reveal the tech detail of this new AI system I created using Kismet, the Visual Programming Language of Unreal Engine 3.

Cheers!

Fursan al-Aqsa Dev Blog #8 - Enhanced Artificial Intelligence for Enemies

In this article I discuss the technical details of how I created various AI algorithms for my game entirely in Kismet, the Visual Programming Language of Unreal Engine 3.

Spoiler

#FursanAlaqsaGame meets mortalkombat! #Blood #KnifeKills #FinishHim #FlawlessVictory #Fatality

Can you guess what I am planning next to my game?

Cheers!

Spoiler
 

batman

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Hello guys! Just want to show off here something cool I created. A cool HeadShots Counter for the Special Ops Mode. The basic tech behind it is very simple.

On the UnrealScript Class that control the enemy behaviour, I created a boolean variable called HeadShot. Then on the TakeDamage Event of the enemy UnrealScript Class I created a small function to detect which bone of the skeleton was hit by the weapon projectile (in case Head and Neck Bones).

So whenever the weapon projectile hits the Head or Neck Bones, the boolean variable HeadShot is set to true (it begins the code as false).

And then on Kismet there is a node which can read object properties (variables). So I simply added this node to read the variable HeadShot value, and if its true, I made increment in 1 another variable (kismet variable) which is the HeadShot Counter. So that means, each time the player shoots the head of the enemy. the HeadShot Counter will increment in one, so the player performs 3 headhsots on the enemy, the HeadShotCounter will be 3.

Next step is add another counter to count total number of enemies on map. It begins by counting all enemies an add them to an array, and then add an event (Enemy Death), and each time this even occurs, one enemy will be removed fromt the array (ObjectList).

So whenever this array becomes empty, that means we killed all enemyes. And after killing all the enemies, then we go there and check for the value of HeadShotsCounter variable.

If I want the player to perform at least 10 HeadShots, I need to check if this variable is >= (bigger or equal) than 10. If yes, then the mission is accomplished. If it is < (less) than 10, then mission failed. It's that simple! Cheers!

Spoiler

In this small video I show some cool and custom pickup items I created for the #Multiplayer mode, in the best style of #RetroFPS and Classic #FPSGames like Quake and Doom. Also you can see the finished HUD for Multiplayer.
 

batman

Developer
Member
Contributor
Fursan al-Aqsa Episode 0 Weapons

Sharpen your Knife, lock and load your Gun, prepare yourself for the Battle. Holy War begins in March 2020.

Select your path towards Victory or Martyrdom, because the Houris (Maidens of Paradise) are waiting you.
Spoiler

Fursan al-Aqsa Dev Blog #9 - Making-Off Weapons and Projectile Physics

In this article I discuss the technical details of how I created the weapons of my game, and how I did the physics simulations for the projectiles using Unreal Script.

Hello guys.

I know there are almost two weeks without any updates, but be sure I am working, and VERY HARD to finish and release the first episode until the end of this month.

However, because I have published about my game on almost 100 sites, which I need to keep updated, I only publish whenever I have some significant updates.

But here on Twitter and also on IndieDB I always post at least a new screenshot of some feature I am developing/improving.

From since my last update about the Weapons, I have done basically two things.

I created a new custom AI Class especially for knife kills game mode. Now you can approach the enemy from behind without being spotted, however, if you touch the enemy, or stay a long time behind him, he will realize it and shoot at you. This was done mixing Kismet (the Blueprints of UE3) with UnrealScript. I even created a custom field of view to the enemy using a trigger volume.

Spoiler

Also, I am remaking the Knife Kills System, with updated character animations and a brand new camera animation, on the best Mortal Kombat X style. It even has the X-Ray effect!

Spoiler

Cheers and until next update!

I was thinking on releasing those test maps (with blue/white checkboard) from since last week, for people test the game, however, I think that these don't reflect the final game quality and may even harm this project.

As I said before, I will ask a very small value (something like U$ 2.00) for each episode, because I am in strong need to earn some profit (my financial conditions are very bad at the moment). So it's for that reason that I prefer release each episode on it's complete state, with fully textured maps, animations, mission objectives, and so on, for making this game worth the price. I know that even for a small price like this, people want a complete product, a fully working game, not just a "developer" bugged version of the game.

I hope you all understand the reason why I delayed a while the release of this game.

Thanks guys for all this support and interest on my game.

#FursanAlaqsaGame - Updated Knife Kills System - WIP (Work in Progress)

Now it's more Bloddy, Gory, Cruel.

It's more mortalkombat#Fatality #NoMercy #FinishHim
 

batman

Developer
Member
Contributor
Hello guys,

Some new updates here, I hope you all enjoy.

Fursan al-Aqsa Episode 1 Coming in May 10th 2020!

Spoiler

Fursan al-Aqsa - Blades of Revenge Trailer

You, Brave Hero!

Get your knife and seek your revenge... The blood of the oppressed is calling you... Join the Resistance!
Spoiler

Just a note about using DOOM and Metal Gear Characters:

These 2 Characters are Free Unreal Tournament 3 Skin MODs available (for PC and PS3) on the web from many years. They are custom models created by GL&HF (Solid Snake) and skaa3w/skaa3z (DOOM Slayer).

I will release them as free separated MOD to people install it (they won't be a part of the game's release package). What I have done is just adjust my game's scripts (created a custom mutator to change player's skeletal mesh) to allow anynone install ANY Custom UT3 Characters Skin, and even create their own skins.
 

batman

Developer
Member
Contributor
Finally accomplished another task of the roadmap towards the release of #FursanAlaqsaGame. I did remake the game's menu, and I am very proud of the results.

This was done in Scaleform (Adobe Flash CS4) and 3dsmax, the code behind it is ActionScript (Flash) and Unreal Script (UE3). I hope you like it.

Before going to the last step of my dev workflow (finishing the campaign maps), I just wanted to assure that everything which I have done until now, especially the latest game updates, work flawlessly on consoles (Xbox360 and PS3). Here you can see the Weapons Showcase Testmap running flawlessly and smoothly on my RGH Xbox360.

Sorry for the video quality, as I am using an Easy Crap lol!

Spoiler

Here is the game running on PS3 HEN (3.0.1):

Spoiler
 
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