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FPSC Classic Product Chat / Excelling at FPSC - A Blog on Becoming BOTB Quality

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Gunn3r
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Posted: 7th Dec 2009 03:31 Edited at: 2nd Mar 2010 06:57
I've been working on my website a bit more, and added a blog for the news feature for it. Recently, I've begun to notice a trend in the Work In Progress board. There have been a couple of games that look decent (not overly impressive, but not horrendous, either), and yet they've got most of the comments, and even a couple nominations for BOTB, even though there are better looking and more entertaining games elsewhere. I'm not saying that these games shouldn't be complemented, and I do hope that they could eventually be rightfully nominated for BOTB, but as of the state they are currently in, they don't really fit the bill for it. I've taken that idea and ran with it a little bit, starting up a blog for those of you who are interested in trying to create a BOTB quality game, or at least one that's entertaining and graphically exciting. The first part is more of me getting my thoughts out into some sort of readable form, and not every post is going to be about FPSC, but I thought I'd share with you guys what I have so far, and keep you updated with any new posts. I'll try and get other BOTB developers to shed some light on how they go about making their games, and I'll pull content directly from the development cycle for eternal. My plan for this is to create some sort of FPSC Design Theory reference, as I've found that level design theory books are incredibly useful.

Anyway... All of that to say, here's the link for the first part:

Articles in Chronological Order
Part One - A BOTB Look on Developing FPSC Games - Setting Yourself Apart From Everyone Else
Part Two - A BOTB Look on Developing FPSC Games - Professionalism on the Forum
Part Three - A BOTB Look on Developing FPSC Games - Storytelling in FPSC Games
Part Four - A BOTB Look on Developing FPSC Games - Are You Motivated?
Part Five - A BOTB Look on Developing FPSC Games - Light Theory I

News Announcements From MBD
Rome Wasn't Built In A Day... Or Was It?
The Future of MBD?
GamerDebrief Announcement

PW Productions
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Posted: 7th Dec 2009 04:58
Very nice This will be interesting.

Cheers Gunn3r,

PWP

Braden 713
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Posted: 7th Dec 2009 07:28
Hey man, nice to see what you've been up to! I read that article and I must say, it is very well written; insightful with a driven message, and I think the plan you have here is an excellent one. Not only do I think people could really benefit from this in the community (at least thoughs who have the passion to step forward in their efforts with FPSC and are themselves driven to create something unique and spectacular), but also the sheer diversity of the group this will affect; everyone should be able to pull something from this collected resource of knowledge and dedication to the program, whether you're new to FPSC and reading these reviews of the program and taking in the dialogues of veteran game makers gives you inspiration and a clearer understanding of what you'd like to accomplish with FPSC - or whether you're an experienced member and fellow game creator with the program, perhaps fond of the tools at hand and used to the process of making a game with FPSC, however maybe never truly grasping the fundamental elements and having trouble gaining that full enthusiasm and wisdom for unlocking the doors to all the creative possibilities with FPS Creator.

Either way, I strongly believe something like this can only further the community, whomever takes away something from this, and however they take it away and however much they take away, I think it could only do good. I definitely agree with you, about the WIP board being a lot of showcases that just seem like a consolidation of test results for individuals' first or second attempts. However that is what is expected with a "Work in Progress" board anyway, and it really is nice to see all the different creations being made, whether there is or isn't a lot of work or thought going into some of the games being showcased, there's still the notion that people out there are trying, and they enjoy using the program. In the end, that's inspiration right there.

A website dedicated to the fundamentals and key creative concepts of BOTB game developers and those striving for said nomination and recognition, that certainly sounds to me like the foundation of a dawning age in games around here though - if the passion of the dedicated and enthusiastic folk can congregate, and if they can share their stories behind their work, I think that would resonate with everyone who takes the time to read and learn what they have to say.

I for one will strongly support your work Gunn3r, with the site and your ideas and plans for future endeavors in regards to this. I believe you've started something very noble and beneficial here, and perhaps reading what you have to say with Eternal, and what other BOTB developers have to tell of their adventures and concepts, creations and hardships will finally get me going on my own game! Something to be proud of, something perhaps even worth BOTB itself. I've had FPSC for too long now not to be starting work on something worth while, the media alone that I've collected and purchased is enough to create a masterpiece if I just put my mind to it.

Keep us posted man, I'm excited to see how this expands and grows from here on out

Cheers

Life would be much easier if I had the source code.
KeithC
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Posted: 7th Dec 2009 14:11
It's a good article, and well-written. I have plans for a possible web-page for the BOTB/VBOTB, as far as a more well laid-out "home" for them. Let me know when you've got something tangible, and we can see about getting some sort of "BOTB Network" going.

Gunn3r
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Posted: 7th Dec 2009 17:18
Thanks for the great reception, guys. I'm looking forward to writing the follow-up posts for it. I hope itcan become some sort of reference guide that people can refer to to get help with level design that makes sense, as well as creating beautiful scenes in FPSC. And Braden, I do understand that not everyone is going for the BOTB title and don't put a lot of effort in their WIP postings, but I'm at least going to try to show them some of the benefits of putting that extra effort in their games, or have it aimed more towards those who are willing to apply themselves to this as best as they can.
@Keith, I'd love to talk to you about this external BOTB website. I've got a couple ideas that I'd like to run by you as you develop it. Shoot me an email when you get the chance.

Errant AI
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Posted: 7th Dec 2009 17:40
I enjoyed it and look foreward to more!

I think, in time, V/BOTB will be one of the greatest things to ever happen to FPSC and I'm excted to it being embraced as such. The real potential of FPSC lies beyond the "drag and drop, no coding required" pitch-line and it's wonderful to see the some of the more serious efforts getting their deserved attention. It's not only cool to see but I believe critical to the long-term survival of the platform.
Gunn3r
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Posted: 8th Dec 2009 07:18 Edited at: 8th Dec 2009 07:18
Just finished another mini-essay on professionalism in your posts, and how it helps your overall appearance, and your chances at BOTB.
Read Post #2

For those of you on Twitter, follow @TylerConlee (me) for notification of when each post goes live.

Braden 713
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Posted: 9th Dec 2009 06:42
Fantastic bud, love the new write up. I must agree 110% with what you've discussed and gone over in your latest post; this definitely serves as a perfect memorandum for countless forum members, it's a shame this isn't getting the attention it deserves Gunn3r, you're addressing some quality topics and very beneficial prompts for all users of the program - specifically speaking of Post #2, the many users who create posts just as you've mentioned. I agree strongly that the more time spent in just simply creating a post for your game project goes a long way for the initial reaction of others trying to get interested or acquainted with it; I've personally found most often that I get an instant enthusiasm for a new title I see in the WIP section if I open it up, and just like Canalyst, find myself with a well written, well formatted and over all well presented first post for a project. First impressions in life are always meant to be your best, for as they say you only get one - this same principle and theory should always be maintained with even the FPSC forums in my honest opinion.

When it comes to trying to implement detail and take time to produce the best that I can from whatever resources I have to use, and the look, feel and atmosphere I'm striving for, I must admit I do really try here. I've yet to showcase anything on the forums (a reason for that actually, which I'll get to in a second here), however in the years I've created little things here and there with FPSC, whether it's a room or two, or a map to run through testing a new character, model, skybox or game concept, I really try and put all I can into it. It takes time, but I've found that in the end when you hit test game and see those ideas come alive, it's far more rewarding than a bare room with a mis-matched sky and no lightmaps.

I have one point I'm itching to get out, and was curious what you might have to say on the subject - or anyone else for that matter - but the reason I've had such a difficult time actually producing something decent and forum worthy, is a frustrating little habit I've grown:

I've always told myself, I won't ever post a game on the WIP board until I've got a major head start, multiple levels completed with more on the go, and an over all project that's not just on it's foundation, but literally 'in progress' with a conceivable finsih. Now, I've started dozens of games and ideas and little projects under that basis, and under the thought process that "this was it, this one will be the one I finish!", and then half way through, or a level or two in, interest is lost and I move on to another so-called "perfect" idea that I'm convinced I can complete. Then the circle just continues. This is understandably a problem I've got with just sticking to something and pulling through, however, without digressing too much here, I was simply curious if you had any hints, tips or tricks to staying true to a game you initially love, and pulling through with it without letting the enthusiasm die off? I realize a lot of that lies in my willingness to use this engine and create a game - but any sort of advice you could toss out, recommendations or theories about this would be more than appreciated.

I'm looking forward to your next post man, this is really inspirational in and of itself and the farther you expand on your ideas with this, I believe the further it will become something even more valuable than it already is in this community.

Cheers

Life would be much easier if I had the source code.
Gunn3r
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Posted: 9th Dec 2009 06:55
Thanks for the great feedback, Braden. As for that point you brought up, I think that'll be the basis for my next post. I have a draft currently for the new BOTB guidelines, but it sounds like your topic would be a bit more critical to write about.

Braden 713
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Posted: 9th Dec 2009 07:17
Oh that would be marvelous, although the BOTB guidelines run down sounds like a really intriguing one as well, and if you've got a running start at that one I don't want you to shut down progress on it - keep the fire going and finish it for all it can be! Definitely another topic worth going over and necessary knowledge to get around. You can attempt to dissect my concerns when you've got the time man, that's all that matters

Cheers

Life would be much easier if I had the source code.
Gunn3r
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Posted: 9th Dec 2009 07:28 Edited at: 9th Dec 2009 07:29
It's no real big issue to start on yours, as I only had about 50 words for the BOTB guidelines post anyhow...
I'm really eager to keep writing these. I just wish it got a little more attention, as I know I would have appreciated some sort of guide on how to get a better shot at getting the BOTB badge...

Oh, and you can see the general news for Molten Byte Design by just going to the regular blog page at http://www.moltenbytedesign.net/news/

KeithC
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Posted: 9th Dec 2009 13:52
Good work on it, left a message.

Bugsy
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Posted: 9th Dec 2009 16:59 Edited at: 9th Dec 2009 17:39
Quote: "Recently, I've begun to notice a trend in the Work In Progress board. There have been a couple of games that look decent (not overly impressive, but not horrendous, either), and yet they've got most of the comments, and even a couple nominations for BOTB"


you're talking about my game, aren't you?

lol jk.

potent stuff. I really need to be a member of your site, then, don't I?

edit: it appears that I can't post comments there. either they just don't show up, or go through a moderation queue. either way- can you get on skype?

add me on skype- isaacpreston. WWC percentage complete: 60%
Gunn3r
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Posted: 9th Dec 2009 19:08
For some reason, it won't let me set the comments to auto approve, so I'll go in periodically and make sure everyone's get up there.

Orrion Carn
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Posted: 10th Dec 2009 07:58
Sup guys. I haven't been on here since.... Let's not dicuss that

Anyways, I'm liking my new sig Gunn3r.
As towards the Blog, I'm liking it. Keep up the good work

Gunn3r
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Posted: 12th Dec 2009 08:33
New post. Sorry Braden, I was going to do one on motivation, but I felt more motivated to write on about story telling. I've got 3 more planned out for sure, and after that, I'm open for suggestions. It's kinda fun for me to write these. Granted, they seem to get longer and longer, with this new post clocking in at 1574 words...

http://www.moltenbytedesign.net/news/?p=21

Braden 713
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Posted: 12th Dec 2009 21:06
Hey Gunn3r, really excited to see the new post man! Story is another department I'd love to get some advice and motivation in, I'm off to work now but as soon as I get home tonight I'll read your latest post, and give my two cents again - really looking forward to it. Take it easy bro, have a great day

Cheers

Life would be much easier if I had the source code.
Braden 713
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Posted: 14th Dec 2009 03:08
Sorry man, kind of getting this response in a little later than initially planned!

I really enjoyed your piece on Story lines; I think it was a great idea, going over key points that are necessary in a fully functioning game and plot. I strongly agree that how Wehtam_ worked plot, objectives, story and informational bits into his projects was well done, and didn't take anything from the enjoyment, but added a lot to the over all experience. Luke314pi's old game Darkest Island did a good job of that as well, an actually completed game I recommend to anyone - after playing that, quite some time ago, it really helped open my eyes to how story can and should be implemeted. Perhaps not specifically how he did it, but at least to the degree of immersion that he produced - a word you used, which is the perfect term.

Not only should graphical elements immerse the player, such as lighting and sound effects which develop ambience and environment tenfold, but storyline should as well, to the same extent. While graphics help immerse the player in an atmospheric sense, the plot, if developed properly in the game, really helps bring the player into the world. If the story can help entice the player and promote his/her enthusiasm and interest, they'll want to experience what the game has to offer even more.

Thanks for the tips though, I've already been thinking about genre, style, over all plot, enemy types, setting and method of storytelling for my current project now that I've read your latest post - those are definitely important topics to really understand before diving in.

Keep it up Tyler

Cheers

P.S. - This is totally offtopic, and completely a newb question from me, but I've always been curious and can not evidently comprehend at all how to do this. You utilize it, for instance, in your first post where you say "Click here to read". I know how to link something, but I've yet to figure out how to have a link actually say something instead of just the URL, while still being clickable

Life would be much easier if I had the source code.
Gunn3r
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Posted: 14th Dec 2009 06:26 Edited at: 14th Dec 2009 06:29
Use the [ href] code (obviously without the space), but use it in the syntax [ href=link]Your Text Here[ /href]. You can also replace the "Your text here" with [ img] codes to link an image.

Oh, and thanks for the review of the latest post, although it's disheartening to see people post up a new project that their working on, just days after my post on professionalism, with screenshots that look like they were made in 3 minutes with random entity placement. It's one thing to read the blog. I am appreciative of at least that, but my goal with this is to actually aid in getting your game more likely to be given a second thought into the consideration for a BOTB award. Granted, my BOTB award doesn't give me all powerful authority to say what is and isn't BOTB-acceptable, I'm simply doing this from my point of view, and from what I've seen work on TGC over the last 4 years that I've been here.

Braden 713
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Posted: 14th Dec 2009 06:52
Such as this. I think I've got it, thanks a million man!

I know it's a little discouraging, that after the time and effort you've put in thus far with your posts and informational pieces on how to actually get that step closer to BOTB, we see even still WIP's coming up from authors who evidently haven't stopped to read these blogs, but you can't let it bog you down my friend - I think, in time, this thread will attract more and more users as more and more venture in to take a look at what's going on in here. You must give credit at very least, to the fact that the name of the thread (instead of being something such as Excelling at FPSC - A blog on the questions, concerns, concepts and cognitions of becoming the next BOTB developer; Or something to that affect), is merely FPSC Suggestions Blog, which doesn't necessarily give the audience of the FPSC forum members a clear understanding of what the thread is about, nor the wonderfully beneficial things they can learn from it. Just a theory bro.

Don't lose heart for this project though, it shall prevail in time, I strongly believe that. How are things working out between you and Keith, with that webpage project he was talking about?

Life would be much easier if I had the source code.
Gunn3r
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Posted: 14th Dec 2009 07:12 Edited at: 14th Dec 2009 07:18
I think a thread rename is in need here. If a mod could rename this thread to "Excelling at FPSC - A Blog on Becoming BOTB Quality" (nice title, Braden).

As far as that project is concerned, I haven't heard anything from Keith about it yet, although I do remember him saying he can only check in every now and again, so I'm not really going to press him too hard about it.

And by no means am I truly feeling let down by the community. Sure, it does paint these members as slightly ignorant, but that's the nature of the age group that most users tend to be. I just hope that more people actually get around to reading it. It seems as though only a handful of members have even glanced at it at the moment.

EDIT: I reorganized the first post to include all the articles, plus the random news announcements from the rest of the blog.

Braden 713
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Posted: 14th Dec 2009 07:27
Awesome, I think alone a thread title change should bring at least a few new faces in here - and I see your point, and it's a valid statement to say that it will take a little time before we might actually start seeing changes developing in the patterns of work on the forum, inspired perhaps by your pieces. Of course, again, there are plenty of members that do outstanding work, but there really are quite a few that could learn so much from your blogs.

And yes, I think I do remember Keith saying something about that. Hopefully things work out with him in the end though, that would be a neat side project as well.

Loving the new look of the first post by the way, that should help people seeing the thread for the first time, and get things rolling a bit more. Cool to hear that your site is coming together strong now too

Cheers

Life would be much easier if I had the source code.
Gunn3r
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Posted: 14th Dec 2009 08:20 Edited at: 14th Dec 2009 08:20
Just finished up Part Four, which is the one you've been waiting for, Braden. I've just not really been motivated to work on it though...
Part Four - A BOTB Look on Developing FPSC Games - Are You Motivated?

Gunn3r
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Posted: 14th Dec 2009 21:39
Thanks for the name change, Nickydude. (At least, I believe it was you, as I sent you the email...).
As for a small update, I've just now finished formatting all of these posts in the first issue of GamerDebrief, so if you don't want to read the blog, you can read the posts within the pages of GamerDebrief.

BlackFox
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Posted: 15th Dec 2009 00:54
Nice work Gunn3r.

We would like to post the link to this site in our Weblinks on FPS-Media if you will allow it.

Cheers

Mike
Gunn3r
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Posted: 15th Dec 2009 00:59
Absolutely, BlackFox. I love the developments going on at FPS-Media, and would love to contribute anything I can to its success. Thanks for reading!

Braden 713
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Posted: 15th Dec 2009 01:11
Oh wow, just finished reading your latest piece on motivation there man, and I've got to say it was perfect. The solutions you discussed, setting up time frames for work that play to our specific schedule and outline for what we would like to see accomplished is a fan-tastic idea, along with planning phases of work. I've always lulled myself into this false mindset where I think that as soon as I've got a cool storyline, I could just sit down and make the game. I'm not sure where I was thinking I could magically get the time to do that, but also, it's really not possible - motivation just flies out the window. You've raised some excellent points however. Thanks for the great article, along with the other ones as well. This will surely help me out.

That's unfortunate to hear though, about your progress with Eternal! I really hope you can find your motivation again - I highly recommend playing The Suffering. If I was making a prison game, that's the first place I'd start. That game is just straight amazing, but there's tons of ideas that could be pulled from it. Also, I'm not sure if you've been to Alcatraz...but it is one of the greatest experiences of my life. Of course that's some what of an absurd way of getting inspiration, by the sheer money you'd spend to go there and the time it would take - but I drove down to San Fransisco from my place which is roughly 3 hours north of where you are, and took a tour of the prison while I was there. It's breath taking, just being on the island, and there is so much to take in, to learn and experience. It's made me want to make a prison game since the ferry ride back into the city haha! I'm sorry I've digressed so much here; the point is, I really hope you can find your motivation again, what you'd started with Eternal was a fantastic, fun to play and well designed game.

Keep it up man

Cheers

Life would be much easier if I had the source code.
Gunn3r
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Posted: 15th Dec 2009 01:35
I used to live near San Francisco, actually, and went on a school trip to Alcatraz.

That said, though, I have found some time to work on eternal, and got another level in since I wrote that article (not bad, since the article was published last night). I also worked a lot on GamerDebrief today, and have nearly a complete issue. I just need to add in some more game reviews, and it's safe to say this is the best issue of a magazine that I've ever done. I'm especially excited about the Exclusive First-Look that I have in it.

Thanks for the great words about the blog, and I saw that you did a little bit of advertising in another thread about what I'm writing. I think it's the comments that keep me motivated on this particular project, and if the comments keep coming, I'll keep writing, so tell me what you're having problems with in FPSC, and I'll see about writing an article about it.

I've also sent you something to look at over email, Braden.

KeithC
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Posted: 15th Dec 2009 01:42
It's true that my time is at a bit of a premium these days; but when I'm ready, more information will be forthcoming.

DestroyerHive
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Posted: 15th Dec 2009 01:43
Wow that was amazing! Thanks for the help!

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
Gunn3r
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Posted: 15th Dec 2009 03:09
@KeithC, take your time. I'm up for it whenever you're ready.

@DestroyerHive, no problem. That's what this blog is for.

Braden 713
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Posted: 15th Dec 2009 03:31


That email was so cool man, you've clearly been busy. Very professional looking, and perfectly laid out. I think the community would be thrilled to have something like that around as well, I know I would be! You have to keep me posted on that, and I'm very excited to play the new Eternal level you've been working on.

If I think of another idea you could write about, you'll be the first to know

Cheers

Life would be much easier if I had the source code.
Toasty Fresh
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Posted: 15th Dec 2009 04:52
Hi Tyler, I'm liking the look of this blog. I'll be sure to take a look at it when I get back from my little holiday (on my MacBook in a public library ATM).

Also, sorry if I've gotten a bit off-track of those mods you wanted me to do. I'll be sure to get right back on them

Bugsy
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Posted: 15th Dec 2009 05:48
I do very much enjoy these blog posts. they offer a BOTB developers Insight into what it takes to be BOTB. but, like anything, standards rise. what got BOTB years ago, won't necessarily get it today, with the wealth of new media and abilities for FPSC out today. I just had to point that out.

whenever I lack inspiration, I come to discussion threads about level design, and the very theory of game design. I always leave inspired, with fresh Ideas for my games. and let's all hope no one's inspiration runs dry.

add me on skype- isaacpreston. WWC percentage complete: 60%
KeithC
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Posted: 15th Dec 2009 16:39
Quote: "...but, like anything, standards rise. what got BOTB years ago, won't necessarily get it today, with the wealth of new media and abilities for FPSC out today. I just had to point that out."

That's absolutely correct! In fact, there are new guidelines to use when attempting to submit a BOTB entry: http://forum.thegamecreators.com/?m=forum_view&t=162211&b=35

puppyofkosh
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Posted: 15th Dec 2009 22:08
I haven't read through all of these yet, but from the one I have, I'm liking what you're doing.

I'm also liking MDB coming (back)....
Gunn3r
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Posted: 16th Dec 2009 08:24
@Braden, I thought you would like that. I'm getting really eager to get a release out. Just have to make a title page (to replace the logo on the first page), and then add some more of the last page (if that makes sense).

@Toasty, It's good to see you back around these parts, and I look forward to your comments, and the mods, too, but that's a different story.

@Bugsy, Not only have the standards risen for becoming BOTB, but, in my opinion, a lot of the "developers" on here could easily produce games at that 'BOTB' level if they gave half of an effort and actually cared about how they presented themselves. I mean, it's not only about talking in complete sentences, but actually presenting yourself as if you were applying for a job. It makes all the difference in the world if you have one person who doesn't really put much effort into their posts, compared to the person who spends 20 minutes making sure that everything looks perfect. With the new developments such as Model Pack 38, and such, which boost the overall look of FPSC, and the great modding community, of course you're not going to be able to win BOTB with the same games. It's like trying to compare Unreal Tournament to Unreal Tournament 2004. Overall, it's essentially the same gameplay, but the engine has been worked on enough that it makes the older counterpart look bad. That said, UT is still a lot of fun to play. It's not about graphics, or the number of enemies that you can put into a level, etc... It's about how accessible and how much fun your game is to play. But that's another blog post... (hint hint...)

@Keith, I've actually got a draft saved for a post about an in-depth analysis of these new guidelines, as they actually are really well written. I just want to go through each one in detail and expand on them, and ways to accomplish each of those goals.

@puppy of kosh, Thanks for the input. I'd love to hear your thoughts in a post sometime. Hit me up over MSN one of these evenings, and we should talk.
And MBD is coming fairly soon. Zane's had a little bit of down time due to real life stuff, but it sounds like he's coming back strong, and we are trying to get a forum up as fast as possible.

KeithC
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Posted: 16th Dec 2009 13:44
Go for it.

Errant AI
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Posted: 16th Dec 2009 19:00 Edited at: 16th Dec 2009 19:02
Quote: "And by no means am I truly feeling let down by the community. Sure, it does paint these members as slightly ignorant, but that's the nature of the age group that most users tend to be. I just hope that more people actually get around to reading it. It seems as though only a handful of members have even glanced at it at the moment."


Not to be unjustly critical but I don't think the blog presentation or writing style attracts those who likely need the information the most. At a glance it doesn't spark curiosity and borders on having TLDR-syndrome. No, I'm not saying you need to embed a laser-light-show but some illustrative images with captions highlighting what is being discussed would be a good start.

One might think that the information is of such importance that it doesn't need the flare but without it you are just preaching to the choir.

I equate it to adult diapers; If you are an adult in need of diapers for yourself, there is a high probability that you simply don't need anyone to tell you that they exist, where to buy them or how to use them because you have already been independently motivated to make those discoveries on your own. The same paradigm largely applies to any serious would-be BOTB Devs. out there, in regards to the information you are presenting.

That said, if you are expecting/desiring greater impact- you need to know your target audience (that could be a future article, heh) and make an effort to draw them in.
Gunn3r
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Posted: 16th Dec 2009 19:10
Very well stated, Errant. I'll make sure the blog posts seem more approachable from now on, and I'll see about retrofitting the existing ones with sone sort of visual aid to help you through the massive amounts of text. I completely see what your saying, as those who have this "problem", if you will, with their games (whether it's not looking like a BOTB worthy game, or they aren't receiving feedback on the decent screens they have up...) will probably be turned off by having to read a mini-essay on their own free time. Like I said, I'll make sure the presentation value is a bit higher from now on. I really appreciate this type of feedback, and don't see it as unjustly critical, but merely pointing out something I overlooked.

A r e n a s
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Posted: 16th Dec 2009 22:32 Edited at: 16th Dec 2009 22:49
Hey. I decided to turn what you wrote into a small book. If you don't like it i can remove the link. Its attached to this post. Ive added quite a few pictures and reformatted the entire script to make it workable in a book.

EDIT

Problematic Download Link Repaired

Gunn3r
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Posted: 16th Dec 2009 22:38
I like it, Arenas. Thanks. It looks good. And nice slip of your own screenshots in there. Subliminal advertising anyone?

A r e n a s
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Posted: 16th Dec 2009 23:02 Edited at: 16th Dec 2009 23:18
I included them cause when you added that some games were purely graphically orientated, I just thought, DAMM! The game ive been making for a while, apart from suit and energy, is graphically orientated Im sure that there are more tutorials on making maps . Im gonna find them and then make a community book

A r e n a s
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Posted: 20th Dec 2009 09:17
Sorry for the doubble post.

@Gunn3r

Would it be okay if i were to include your guide in a magazine i am writing for FPS Creator? Obviously i wont claim it as my own work.

Gunn3r
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Posted: 20th Dec 2009 18:36
I've actually got it in my own magazine, GamerDebrief. I don't see a problem in having it in two places, though, so be my guest. Hopefully, I'll be able to get GamerDebrief released later today. If not today, then tomorrow for sure.

Gunn3r
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Posted: 2nd Mar 2010 06:00
Post #5

I finally got around to posting #5. It's a simple overview on the theory behind FPSC lighting. Hopefully it helps out with some of the newer members learning about lighting.

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