Here are the things FPSC needs fixed or added IMO. With these, selling a game making it becoming popular and well loved would be very easy to do. The ideas are in order from most to least important.
(1) Better frame-rates: GPU instancing, timer based games and overall source code tweaks could all help drastically improve FPSCs somewhat disappointing performance. This is my number one concern for FPSC.
(2) Better scripting: The AI is currently very easy to predict and usually motionless, Dark AI could be a possible fix for this, and with AI like X10s, everyone would probably be more than happy. WE also need allies.
(3) Multi-player: The multi-player is not very up to date to say the least. A TDM and CTF option would open up FPSC for a whole range of other fascinating MP levels and updates. Also the ability for co-op and dynamic entities (Or at least projectile weapons) would be very hard to implement no doubt but they would certainly rank FPSC up by the COD MP and many other games as well. Also I would like to be able to have a Multi-player button for our SP games like basically every other game in the world or at least a MP .exe that can have more than one game with a level browser or something. If the multi-player is improved FPSC will be much more useful as many games these days rely on good MP to get their customers.
(4) Improved physics: including weapon physics, rag-doll, a fix for that glitch with the physics. Example: If you put a dynamic entity with physics (such as ammo) inside the stock barrel (the one without a lid) with physics on to make the player have to blow it open or tip it over to get the ammo the entities fly apart when the game starts. Rag-doll is a standard for most games and since the animation in FPSC is well, super boring rag-doll would certainly be a great addition to our FPSC games.
(5) The final one, turrets and improved weapon systems: Turrets are in most games today and they are great for WWII games (MG 42s and such). The weapons system in FPSC needs some work IMO, maybe make an option in the build game menu to choose the way your games weapon system works? There could be a halo style one, with a set limit of how many weapons you can carry at a time and the ability to swap one weapon for another. I wouldn't even care if you didn't drop your old weapon and it just disappeared out of your arsenal as spawning it back into the game would be a lot of work never mind the swapping system itself. A zone where you lose all your weapons is
necessary IMO, add this in and it will open up the story more and maybe add more realism to your game.
Most of these were promised for the original FPSC, never mind X10, but just a few of these features would really make FPSC a whole lot better
*Slayer_2
P.S. I E-mailed Lee about this thread and asked what was going to be ported from X10 to FPSC. Here is what he said:
Quote: "Fear not, I plan to continue working on FPSC for Windows XP a year or few; it has a lot of life left in it and a LOT of users who swear by it. It is true many of the X10 features are being migrated back into FPSC X9 including ragdoll, underwater, new AI, resource meter. This is simply a side effect of merging the source code (so that X10 code compiles under the X9 language) so I only have one FPSC to debug, rather than two. Frame rate is something that will be given it’s own session too, and not just for FPSC but DBP itself (if I get the time to play with some n-core stuff)."
So there you go, confirmation that at least some of X10s features will be back-ported into FPSC.