I started this post to discuss the possibilities of fpsc X11 coming out. What possibly could Be added. We have health bars, everything is editable!. Personally, i think that they topped it with X10 But what about X11? I am guessing that it will be extremely powerful. A great aspect of it could be an ally control system. The possibilities are already endless, what could they add?
Its for you to decide. Use this page to discuss just that. X11 Sounds boring though. So, maybe the name will change. Something like First Person Shooter Creater New Generation. I dont know, i\'m just spitballing. I think that they should definitely fix all bugs, but thats a different thing, we\'re talking about usability, possibly they could add a more simple script assign function, eg a dropdown box for each character, where you select the script, EG: Walk, shoot etc etc
Just think of how many more users it would attract, I meen, every school kid wants to make a game, you ask them how they will do it, and they have no clue whatsoever, with fpsc it\'s not like that at all, it\'s just simple drag and drop.
More to be added in due course.
XD PEACE OUT!
What you think
X10 To be updated.
Why Make an fpsc game when i can make my own engine?
No X11?
PLYSTER SAID
When I think of X11, I think of "raytracing". The X11 cards are supposed to be phenomenally greater at ray tracing, thus procuding far greater lighting effects, especially reflections! Another thing they're supposedly good at (but I haven't had the pleasure of testing yet) is tesselation. This basically the opposite of relief mapping, where the vertices are split into finer sections and extruded from the surface, giving the model "lift".
In all honesty, when it comes down to FPSC (yes, I said down to FPSC) I really don't care about graphics all that much. What I would like to see is a better editing environment. Cell block levels are so old-school that it's boring and hard to create what you want without whipping out a modeling program. I found level editing to be far easier with Little BIG Planet! FPSC has problems just making a proper moving platform! I couldn't even successfully make a dumb little ferris wheel in FPSC. The collision system is gaddy, the flexibility that such a creator is SUPPOSED to have just isn't there. When I want to change the sound something makes when I step on it or tweak a simple shader or desperately attempt to make a unique AI, I gotta go around to the back-door with a lockpick. And don't get me started on making a non-cell-block based level. Sure, you can model the entire level yourself, but then you're stuck with getting the enemies to move around it and all you're going to be able to do is have hard-coded AI or a bunch of fleshy turrets.
As far as I'm concerned, TGC needs to work on how the editing is done before making another move towards graphical advancements. Something as simple as placing a pipe near the ceiling shouldn't be as hard as it is (Or as much "guess-work" as it is, I should say).
we're talking about DirectX here, which is all about graphics. DirectX does not bring gameplay.
Any version of DirectX is only as good as the developer handling it. However, when placed in the hands of a more than capable developer, they may feel like they're lacking options, and so newer versions of DirectX come into play. With DirectX11's (At the least with a proper card) raytracing support, reflections aren't nearly as performance intensive, nor are advanced lighting techniques.
But, let's face it. No matter HOW good the gameplay is, it can always feel better with pretty graphics to back it up.
Still.... FPSC's gameplay needs a boost and bad.
The one and only,
MICHAEL X SAID
there should not be a x11 version. one: most people here dont have the money or hardware to handle x11, and what i mean by hardware is a very good graphic card. two: tgc will waste there time and on something that very little amount of people can have. three: x10 is barely getting updates as is. x9 is getting all the attention with mods and updates. so think we all can see how x11 is going to in up. as for the migration its a joke. meaning not needed. all x9 needs is more stable update as the mods do the rest. everyone on here can run x9 which mean the value of x9 is most likely wanted and use program. plus dx11 is not much of a jump from dx10. put it this way madden for ps2 was way more stable than madden for ps3. graphics isnt everything when comes to very good fun gameplay. project blue is worth every dime and as long as you get any 8 or 9 series nvidia gf graphics card, performance wont be a issues. fps x9 is on the top of the line for right now and the engine is not even done yet. as bond1 has shown us with the new shader. x9 is being push on so many level on graphics and performance alone. but there still is gameplay to be done. plus with pb mod bloom and the new shader everything is looking like x10. i think pb mod should stick with the 115 source code and add water effects and horror mod body blow apart effect like left 4 dead. people put down this game engine and over look alot of thing about it.
i found the bug for fpscx10 performance. but anyway have to say wait i said cause fpsc gets over look on alot of levels and for us to jump the gun and want somthing newer we haven t push what we have right now. i guess i say this cause of what i know about this program and how to work around the bugs. but i still say there is no need for fpscx11. i think project blue still got a lot more tricks up the sleeve.
KRAVENWOLF
I've been working on a project with the Unreal engine ever since I found out it was available free, but I'm still working on a few commercial projects in FPS Creator, just because of how much easier and faster it is to take them from start to finish. The game I'm working on in the Unreal Engine is more of a long-term, full title project, which I'm building up little by little. The FPS Creator projects on the other hand, are more so mini-games, than anything else. So, from my experience, both engines have their uses
Kravenwolf
Others
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I think that fpsc should be rewritten in darkgdk/c++ en that it all would be loads faster, they should make it dx10 and dx9 compatible, and make it opensource, there are enough C++ masters, that would want to edit the source, as if they would work as hard as modders work on their mods like now, it would be the next TOP engine.
Red Eye
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the only way we would move to x11, is first of all in a long time when x9 is outdated and if there is some other technology that could be VERY useful for fpsc, but requires x11.
it always sounds cool going to the next x(thats why i bought fpscx10) but most of the time you can do the same stuff. the only difference between x9 and x10 is that x10 has better usage of ram and gpu's, but even at that it's not like x9 CANT do that, it just doesn't do it as well.
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