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FPSC Classic Product Chat / How long are your games?

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twitchy 624
18
Years of Service
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Joined: 18th Jul 2006
Location:
Posted: 17th Mar 2008 06:49
In level and time length, How long are your games that you have made with fpsc?
and also-any good tips for jazzing up levels(content and look wise)?
Pride
16
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 17th Mar 2008 15:30
1.)Considering I've NEVER fully finished a game, my standard has always been to put in 10-15 level and make each level significantly immersing in story and game-play.

2.)Use as much scenery as possible. But I'd get a second opinion on that because I've really never actually finished a game, let alone a full level.

Luke314pi
18
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Joined: 11th Apr 2006
Location: Minneapolis, MN
Posted: 17th Mar 2008 15:37
Darkest Island took between one and two hours to complete. There were 11 levels I think.

Rick123
19
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Joined: 26th May 2005
Location:
Posted: 17th Mar 2008 18:19 Edited at: 17th Mar 2008 18:19
I made a small game a few months ago. It took me several days to complete it. It had four levels.
Dream
16
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Joined: 25th Jan 2008
Location: Doncaster
Posted: 17th Mar 2008 20:26
Its probly best to know what your doing before doing it
Zdrok
17
Years of Service
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 17th Mar 2008 21:32
My game (Kola) will probably be 21 levels long, and it'll take, at the least, around 2-19 hours to complete, depending on how much you play it. For an average gamer, it should take 5-15 hours.

puppyofkosh
17
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Joined: 9th Jan 2007
Location:
Posted: 17th Mar 2008 21:50
My two unfinished games were about 10 levels long each

Fruitless CRUNK
17
Years of Service
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Joined: 3rd Mar 2007
Location: DRINKING MY HOT COFFEE =:-)
Posted: 18th Mar 2008 04:51
Ok my games consist of 10-15 lvls(MeZoFoRtE I'm not copying you).
I have alot of down time at school, soo I think of ideas. Also draw out you're levels before you really make them ( another thing to do durring school down time).

BOOM!!!!!! HEAD SHOT!!!
Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 18th Mar 2008 12:31 Edited at: 18th Mar 2008 12:44
My first game was 5 levels and the game I am working on now is only 3.
However, those 3 levels have several objectives that reuse the same areas which makes for longer play per level.

The time it takes to complete a game depends on the user's skill, and the difficulty level of the objectives and gameplay.
The levels can be numerous while being easy, or you can have fewer levels that are more complex and still get the same amount of gameplay.

People like me, who are limited with the texturing, have to reuse the same areas to minimize the amount of media to create.
I spend more time on scripting and making other elements like death cards, minimaps, etc. than I do creating segments.
It all depends on your plot and as to how much you want to show off your artistry skills with all of you custom content.

Post Script
Remember, a game can be only one level and still be entertaining. (wait til next x-mas for my satan claus game)
Also, with no limit on the spawns and no clear objective; a shooting spree could be virtually infinite. (until the player surrenders...lol...or dies)

Don't forget to visit Conjured Entertainment

Pride
16
Years of Service
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 18th Mar 2008 18:05
Quote: "MeZoFoRtE I'm not copying you"

Oh, I know. 10-15 is quite a suitable FPSC standard to set.

[/href]
Image per Coffee Grunt.
sonicreator 2006
19
Years of Service
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Joined: 3rd Sep 2005
Location: Press F5
Posted: 23rd Mar 2008 19:14
over 265 MBs, and only one room...

lol..

like only 5-10 levels long (though i dont distrubute on the forums)

Play the games the masters play: MKZn and 3-B promo

http://www.3bpromo.tk
Hybrid
16
Years of Service
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Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 23rd Mar 2008 19:30
my first game had poor entity placement and no model packs, but it was about 20 levels. It was sort of a acifi, half-life theme. It was never released because fpsc was having bugs and it never compiled right.

CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 23rd Mar 2008 20:23
Quote: "My game (Kola) will probably be 21 levels long, and it'll take, at the least, around 2-19 hours to complete, depending on how much you play it. For an average gamer, it should take 5-15 hours.
"


Yeh, like you ever finish it.....

I dunno how long I'd make a game, I'd make it quite long, but make sure there's plenty for the player to do while they're there.....


Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 23rd Mar 2008 22:56
I'll try to finish it; I'm trying to destroy my record of "Most games Started & Never Finished".

Fruitless CRUNK
17
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Joined: 3rd Mar 2007
Location: DRINKING MY HOT COFFEE =:-)
Posted: 24th Mar 2008 00:41
Quote: "My game (Kola) will probably be 21 levels long, and it'll take, at the least, around 2-19 hours to complete, depending on how much you play it. For an average gamer, it should take 5-15 hours"



Ok..............thats longer then doom3. You might never finsh that game. Once I started out on X9 I tryed that and stop on the 15 level and called it quits. You'll start to run out of ideas on 5!!

BOOM!!!!!! HEAD SHOT!!!
Ocho Geek
17
Years of Service
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Joined: 16th Aug 2007
Location: Manchester, UK
Posted: 24th Mar 2008 00:48 Edited at: 24th Mar 2008 00:48
Quote: "Darkest Island took between one and two hours to complete. There were 11 levels I think."


yeah and it was one of the only commercial quality games in FPSC I've played... however it lacked proper storyline and some areas were very poorly built

still, it shows you how long it could vary.

For example, i do my game levels in seperate maps (or sections) to ensure speedy gameplay, and to get the right impact on those first few moments (think bioshock) i have redone the first section of the first level countless times over in the last month

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