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FPSC Classic Product Chat / Another FPSC Game Went Commercial

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Thraxas
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Posted: 16th Mar 2010 12:17
Quote: "Cathy and I did not fully understand the meaning you made here, until now. Sad how someone can work hard on a project and have it picked apart by the "experts" on game making in a few short posts. Now we can understand why the author did not make any posts regarding this game at all here. After reading most of this, even Cathy now has doubts on posting her WIP because some here have "tunnel vision" to how/what a game should contain. What a way to make some feel "welcome" or "a part of" in a community."


I enjoy many aspects of this community, in fact it's my favourite online community. I have met some interesting people through these forums, and while I haven't met any of them in real life I would consider them friends.

BUT and it is a very big but, this particular aspect of the community really frustrates me and is something I would like to see gone. I have said it before and rather than have people agree with me that it is a problem, I get angry emails telling me I should hand in my mod badge and leave if I hate the community so much.

You don't see it in other game developer forums, in fact you don't even see it in the DBPro side of this forum, so it often makes me wonder why FPSC users do do it. Of course there are plenty of users here who are not like that, but it tends to be the negative ones who post more often, and are more vocal about it.

If Cathy wants some feedback for her game, then I'd be more than happy to have a go at her game, and I don't care if it has ALL stock media as long as is it fun Because at the end of the day, that's the reason I play (and make) games.

Your signature has been [mod edited] :-p
charger bandit
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Posted: 16th Mar 2010 15:02
Stop arguing already.Its not about what is wrong and good from FPSC etc. but its about the game so please stick to that.


A.K.A djmaster
Red Eye
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Posted: 16th Mar 2010 17:08
Dunno if this is said:

But there is a BIG difference between getting a "fpsc game" comercial, and a "good fpsc game" comercial.
It isnt very difficult to let a site host a file with couple of screens for some money.




Scurvy Lobster
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Posted: 16th Mar 2010 17:50
Good is subjective so who can really be the jugde?

Another way of measure is sales stats (mostly not publicly disclosed however). If a commercial game sells well then it must be good in some way. It's important to notice that game reviewers sometimes give bad scores to games that sell quite well. In my book sale stats are a good indication but it's always interesting to look at things critically which reviewers do.

CapnBuzz
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Posted: 16th Mar 2010 20:38
@ Thraxas. There are others who feel the very same way.

This forum is a place for criticism, the intelligent and constructive examination of games, theories, etc. This forum is not a place for attacks, the vicious and willful verbal destruction of people, games, theories, etc. There is a huge difference. Criticism strengthens a community. ATTACKS WILL DESTROY IT.
Crazy Cam10
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Posted: 16th Mar 2010 20:45
@Red maybe so..

But this isn't "Any" site. This is gamersgate.. thats NOT an easy thing to do.

Cam Ownz You!!

www.gamingstuff.co.nr
Plystire
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Posted: 17th Mar 2010 01:42 Edited at: 17th Mar 2010 01:51
*sigh* Don't want to, but..
@fallen one:

You've missed the point entirely and have only proven that you're picking into portions you believe are suited to boost your side. Did you even try to comprehend my post?

Here's an example of how I see you doing things:

Quote: "fallen one: ...based on experience and facts..."

Well, if you have so much "experience" with publishing a game, show us how it's done by the "experts", and those aren't facts you've been spouting, they are opinions. You haven't measured anything here and you certainly are not being realistic. It does not take a team to make the aforementioned game. State in cold, hard measurements how you come up with that. You can't. For even one person, mildly aware of what they're doing, it might take a couple months at the worst.

@Wolf:

I don't see how hard it is not to swear on here. In real life, I swear in practically every sentence. I'm a real foul-mouth! But typing on here, you just gotta let those words slip by.

And if you're going to make a negative viewpoint known, you might as well follow up with why you think that way. You have a better shot at being "critical" instead of "insulting" that way.

@BlackFox:

I don't think it's really tunnel vision. Some people just have different personal tastes. Some enjoy seeing custom media more than stock media... it's a majority, but it's not consistent throughout the community. Normally, the reason a developer posts a WIP is to receive critical feedback on how they might be able to make it better. So, posting a WIP of your project really is asking for people to pick things apart.

And if you think we're being critical here, don't even bother releasing it to the world... they have no clue how to provide constructive criticism... just bad criticism, like Wolf's first post. They will compare your game to every AAA game in their collection and spout out the first thing that comes to mind. So... just a heads up for you.

@Thraxas:

Moderators don't have to be "nice". That's not a prereq of being a Mod, in fact, I would dare it's the opposite. Mods are the ones who have to be able to stand up, tell it like they see it, and take the resulting hits from it.
Everything I've seen from you has not been "I hate the community", but more along the lines of "I have recognized problem individuals in this community".
And I, for one, would like to see criticism without construction straight up deleted from WIP threads. It doesn't help, so it's not necessary to post it, nor should it be necessary to leave it there like a scar on the face of someone's WIP thread.


The one and only,


Kravenwolf
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Posted: 17th Mar 2010 01:52 Edited at: 17th Mar 2010 01:56
Quote: "They will compare your game to every AAA game in their collection and spout out the first thing that comes to mind. So... just a heads up for you."


Yep. The difference between showing off your FPS Creator game on this forum and in the real world market, is here, your game is being critiqued by other FPSC users that are aware of the software's limitations and breakthroughs, and compare it with other FPSC projects that are on the same level.

However, when your game is released as a finished product on a public website, it's obvioulsy considered a commercial game, and will be compared to other commercial titles the customers have in their collection as such. As well it should be. Like every other title on the website, your game, Call of Duty, Resident Evil and so on, are all finished games competing for sales.

Kravenwolf

CapnBuzz
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Posted: 17th Mar 2010 06:38 Edited at: 17th Mar 2010 06:40
I would just say this...

"I didn't like your game because of the following reasons..." is much different than "Your game sucks."

I'm not trying to tell anyone how to be... just saying that a "community" that devolves into attacks ultimately falls apart. I've seen many boards shut down because of this ("read only" plastered on their splash page)... and I like this forum... I want it to stay fun, informative, and relevant. The "real world" marketplace is a tough enough place for "Your suck and your game sux you idiot!" Enough of my prattle.

Back to making games!
Kill Shadow
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Posted: 17th Mar 2010 18:19
Lets all support each other, give creative criticism and make this the best gaming forum on the net. Even though I feel it is the best but I'm just biased.

Regards Friends,

KillShadow

P.S. For those in the know our cancer battle is going well. Into round 3 of Chemo and Wifey is doing well. Lost all hair in less than a week and a half Wow!!!! just as cute though

Stop Drop and Roll works on everything but HELLFIRE!!!!
Red Eye
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Posted: 17th Mar 2010 18:56
Quote: "But this isn't "Any" site. This is gamersgate.. thats NOT an easy thing to do."


Ummmm, send them a mail, and they are glad to do it for yah...


chidem
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Posted: 18th Mar 2010 02:08
Hi all - my game is actually out on gamers gate so I thought I would share my experiences with them (Here's the link if you wanna verify - click here ).

In my specific case I did not contact GG, they contacted me after I put out a press release about my game. Within a short period they sent me a contract and I sent them the game. I really hope this game is successful but GG has not been a massive earner for me. That said my game has sold a few copies but not a huge amount. If possible getting on sites like GG is a great idea as it essentially means you are in a retail outlet reaching customers you not have otherwise.

I think when we say the word commercial we should do so understanding that many commercial FPSC games probably do not sell massive numbers. Of course I could be 100% wrong and I really hope there are some exceptions - happy to wrong about this - but I think it would be difficult to make anything close living off from an FPSC game. That said I have sold some copies, heard from satisfied customers - and the game is out there, which is the main thing.

What's great about seeing this game for sale is that it's developer actually finished it and went that extra mile to get it out there. I've not had a chance to read every post in this thread but I noticed comments about people not finishing games - not sure what the discussion was in here but I'd love to see more users actually get a completed game out there. It's cool seeing screenshots and videos but getting it out there is really great.

Pioneering: Explore the Early American West - Website: http://www.thehistoryforge.com
BlackFox
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Posted: 18th Mar 2010 02:34
That's great, Chidem. Congrats to you. We won't be far behind

Cheers

Mike

Dr Parsnips
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Posted: 18th Mar 2010 02:39
Quote: "Hi all - my game is actually out on gamers gate so I thought I would share my experiences with them (Here's the link if you wanna verify - click here ).

In my specific case I did not contact GG, they contacted me after I put out a press release about my game. Within a short period they sent me a contract and I sent them the game. I really hope this game is successful but GG has not been a massive earner for me. That said my game has sold a few copies but not a huge amount. If possible getting on sites like GG is a great idea as it essentially means you are in a retail outlet reaching customers you not have otherwise.

I think when we say the word commercial we should do so understanding that many commercial FPSC games probably do not sell massive numbers. Of course I could be 100% wrong and I really hope there are some exceptions - happy to wrong about this - but I think it would be difficult to make anything close living off from an FPSC game. That said I have sold some copies, heard from satisfied customers - and the game is out there, which is the main thing.

What's great about seeing this game for sale is that it's developer actually finished it and went that extra mile to get it out there. I've not had a chance to read every post in this thread but I noticed comments about people not finishing games - not sure what the discussion was in here but I'd love to see more users actually get a completed game out there. It's cool seeing screenshots and videos but getting it out there is really great."


Chidem, Just wanted to say I was very impressed with your game! I haven't had the chance to buy it yet (I keep just forgetting to do so) But I did play the demo and found it very good!

Now onto the subject of the thread, I don't have much to say about the game itself, having not played it, but I am very pleased that another FPSC game is being distributed commercialy, Thats what it's all about isn't it?

I for one have definatly been inspired to actually finish my game which is always a plus. Thats what is so great about seeing this sort of thing happen. I am going to be realistic and say the game doesn't look like my cup of tea. The lighting seems a bit quickly done and the level design seems very boxy, but knowing this game can be sold on that site gives me hope that my game can also be sold there. That probably sounds like I am being more harsh than I intend.

I guess what I am saying is with the type of quality that is produced on this board, it would seem all alot of people on this forum would have to do is finish a game and it would have a chance!

NAACP gotme
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Posted: 18th Mar 2010 03:57
The only thing that drives me crazy ab out this is that he kept the stock player voice, the one with the guy grunting every time you jump, i just cant stand that


Get your own Gamercard Sig.
GreenDixy
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Posted: 18th Mar 2010 04:11
I say we all just say congrats and leave it at that. Me i hope one day to get a game out also, But i know that wont be for a long time. So grats to the user who put it out there.



END,,,,,,,,

===================
No life, Lots of love, 2 Kids, God save me LOL
fallen one
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Posted: 18th Mar 2010 06:12 Edited at: 18th Mar 2010 06:13
Quote: "chidem I think when we say the word commercial we should do so understanding that many commercial FPSC games probably do not sell massive numbers. Of course I could be 100% wrong and I really hope there are some exceptions - happy to wrong about this - but I think it would be difficult to make anything close living off from an FPSC game. That said I have sold some copies"


Id like to take a guess at the numbers, Id say in UK pounds sterling what you have seen in royalties, less than 1 thousand up to now, over the potential full life of the project, under 4 thousand. Id also say my figues may be on the high side. Id be interested to see how close I am to that.

I always welcome sales figures data, it does help a lot when understanding the market, I appreciated it when RickV gave the download numbers and advertising revenue of some of TGC iPhone games, some people hoard the sales figures, or greatly exaggerate them, I do understand those that wish to keep them private, but it really does help to see honest data in seeing the potential markets and to accommodate for them based on the real sales figures, and not the amplifiers of front people inducing developers, one example that comes to mind instantly is the amplification put out about flatulence apps on the iPhone, and the torrent of get rich quick developers it inducted. Of cource the message is clear, this guy made thousands with his bottom burp app, just think what a real app could do, and in they rush, but its all nonsence designed to pull in the naieve developers, swelling the catalogue of applications, the realities of cource are very different.

chidem
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Posted: 18th Mar 2010 14:02
Quote: "Chidem, Just wanted to say I was very impressed with your game! I haven't had the chance to buy it yet (I keep just forgetting to do so) But I did play the demo and found it very good! "


Thanks Dr. Parsnips, that's made my day

Quote: "Id like to take a guess at the numbers, Id say in UK pounds sterling what you have seen in royalties, less than 1 thousand up to now, over the potential full life of the project, under 4 thousand. Id also say my figues may be on the high side. Id be interested to see how close I am to that.

I always welcome sales figures data, it does help a lot when understanding the market, I appreciated it when RickV gave the download numbers and advertising revenue of some of TGC iPhone games, some people hoard the sales figures, or greatly exaggerate them, I do understand those that wish to keep them private, but it really does help to see honest data in seeing the potential markets and to accommodate for them based on the real sales figures, and not the amplifiers of front people inducing developers, one example that comes to mind instantly is the amplification put out about flatulence apps on the iPhone, and the torrent of get rich quick developers it inducted. Of cource the message is clear, this guy made thousands with his bottom burp app, just think what a real app could do, and in they rush, but its all nonsence designed to pull in the naieve developers, swelling the catalogue of applications, the realities of cource are very different."


Hi Fallen One - I'll try my best to be a bit more specific but honestly, I don't have the actual numbers to hand. On my official website the game sold steadily for its first two months with active customers on the site every second day on average. This was spurned on by some free advertising I got but once the advertising stopped so too did the sales. I've since had subsequent free advertising and somewhat repeated this pattern - the trouble is that because my game is very cheap and google ads are so much that if I actually paid for the advertising I'd lose money on every copy sold. Luckily, thus far I've not paid for advertising so not had that cost. Since my ad campaigns have come to an end however, sales on my site have largely dried up. I've been thinking alot about why this is the case - for one thing I don't have any time to dedicate to the marketing of this game so that certainly has an impact! For another, I got alot of coverage from the press releases I put out so it is entirely possible that it was a cross polination of advertising/press coverate that sold the game through my site. What I've noticed is that the longer the period of time since my press coverage, the lower the google searches for my game - basically, organic interest in the title has declined as most people don't know or care that it exists.

On sites like Gamersgate the game sells at a very low, but steady rate every month. Nothing to write home about, but it's something. As for your guesses I don't need to dig out my sales to tell you it is less than £1000 - probably less than £400 I think - again, nice pocket money but nothing compared to the amount of work required to actually produce the title.

The way I see it I have several options open to me: a) ignore the game and allow the occassional organic sale to keep the website ticking over b) begin advertising on google again - I'v got more vouchers I can use c) try marketing directly to niche communities interested in history or d) trying something else that will get it coverage in the press...

At the moment I am particularly interested in options c and d - I've got to go and do some work now but I'll think on these options and report back when I've decided how to go about best implementing them. As always I'll report back with the results.

Pioneering: Explore the Early American West - Website: http://www.thehistoryforge.com
Scurvy Lobster
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Posted: 18th Mar 2010 16:45
chidem: you could also focus on your next game? You have probably learned a lot from the first one and even though it isn't making a lot of sales you can take the best lessons and apply them to a new title. I don't know if this is the thing for you but since you've already proven your ability to finish a game why not go for the next?

Most indies don't make a hit with their first games anyway so just keep designing

Dragon slayer
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Posted: 18th Mar 2010 18:10
Chidem

There is a lot of free things out there you can do that don't take a lot of time. Set up some Squidoo lenses pointing back to your site. Do the same with hub pages. Set up a twitter account and make sure your twitter link is on your hub pages, Squidoo lenses and site. Teet every day. Maybe do a blog. Get on Facebook also. See if you can put games on Etsy, if so do that. Do a little research on free internet marketing strategies and you should find a lot of free ways to advertise. Google adwords will eat a hole in your pocket real fast!!! I know from experience!

Stock isn't bad probably 95 to 99.9% of the gamers out there will never know it's stock. Congrats man! Keep it up!

Dragonslayer
Dragon slayer
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Posted: 18th Mar 2010 18:22
I just checked out the screenshots. Looks pretty good to me! I haven't played around with FPSC in so long I couldn't say if you used stock stuff or not, BUT WHO CARES anyway. At least you accomplished what you set out to do and like you said the extra pocket money will come in handy I am sure. I am inspired, need jump back on FPSC again!!! LOL

Dragonslayer
Scurvy Lobster
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Posted: 18th Mar 2010 18:27
Quote: "Set up some Squidoo lenses pointing back to your site. Do the same with hub pages..."

Google bots are smart enough to spot link building like this and will likely punish your site instead of making it perform better. All the black hat SEO "magic" in the world will not sell your game. Focus on creating quality and meaningful games instead of spending time on unfocused marketing.

Dragon slayer
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Posted: 18th Mar 2010 18:57
That's not Black hat marketing. I was doing internet marketing for a while and had some success with it. I don't do it anymore because I now own a trucking business and also drive so I don't have time. Those people who read those lenses will follow the links to learn more about his game. There is nothing black hat about that or what I told him to do and I never used any black hat marketing myself. Not worth it.

Putting links in link farms and doing other similar things Google can and will find out about and give your site a slap but building a little network of sites and pages such as I described pointing to your main site and promoting your product is fine.

He's not a big time internet marketer that Google is going to jump all over, he's just trying to promote his one game and Google won't even give him a second look!

Also hang around gaming forums and communities, start making posts and after a while get your link into your sig. This can get a lot of targeted traffic to your site. That's not black hat either. Just wait a little while before putting your link in the sig and make sure the board doesn't frown upon promotional links in the sig. Some forums don't like it.

Dragonslayer
chidem
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Posted: 18th Mar 2010 21:07 Edited at: 18th Mar 2010 21:07
Quote: "you could also focus on your next game? You have probably learned a lot from the first one and even though it isn't making a lot of sales you can take the best lessons and apply them to a new title. I don't know if this is the thing for you but since you've already proven your ability to finish a game why not go for the next? "


I am working on another game at the moment but the reason I still have one eye on the first is that I know that it has not reached its full sales potential. Certainly, I've learned alot from the release of the first game (whose sales I am satisfied with) but I am not convinced that advancing onto the next game is necessarily my best option. I don't believe FPSC game creators should think like larger developers - rather than having a first week rush followed by eer declining sales, indie games, I believe, should instead aspire to be slow burners. The games I make are designed to appeal to a niche audience - the challenge is establishing a relationship with a significant part of that niche over the long term.

At the moment I think I am at the point where I am going to try offering a "pay what you want" style promotion. There are a number of reasons for this: first, it will get the game out to a much broader audience. Secondly it will counter the piracy thing - if I offer the game for free piracy won't be an issue but I will be giving downloaders the opportunity to support the game if they so choose. This kind of promotion will also allow me the opportunity to out a new press release which should send alot more traffic my way. Will be interesting to see if this idea works!

@ Dragon Slayer - thanks for the tips, I'll bear them in mind

Pioneering: Explore the Early American West - Website: http://www.thehistoryforge.com
wizard of id
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Posted: 20th Mar 2010 20:02 Edited at: 20th Mar 2010 20:08
Hi

Some views from me on a commercial game

I do not want to have another flame war about it just some constructive ideas of how it might work and how it can be a accomplished to some extent.

So to point out that this discussion is not about the game it self but rather to point out how certain things can be done in various forms in FPSC to have a quality game that I am sure well have a good following.

So lets get started.I would like to start off with level design.

Level Design
Straight off every one would say that this is nearly an impossible task to have a good looking level as any commercial game of any type.Well truth be told it is not all that hard to have some good looking functional levels as any other commercial game it does require prior understanding of level designing and a good knowledge of modeling in General.It is important to know that FPSC has limitations even a modded engine would still have moderate limitations.It is how one works around those limitations that gets you from point A to point B via point C.

A good example would be to design your levels in a 3D model editor I have shown that this can be done if you follow some simple rules.Time is however an issue here it would require a serious amount of time doing this allow as much as a 2 to 3 weeks per level depending on detail used even longer perhaps.Again to point out we are not planning to make another standard FPSC game here we want to push boundaries and limits.A single level might contain as much as 500 to a 1000 meshes 70000 plus polygons.But is not a major problem if you make use of culling when ever possible.

The rule of thumb with level design in general is to keep object at low polygons the further away it is form the player.So in other words if you have a house behind a wall where the player will only be able to see the front and is unreachable there is no need to have a solid mesh there are numerous parts of the mesh that can have inverted normals.Simple stuff like what I just mentioned helps a lot when building a level to reduce performance degradation.Level design plays the most important part in making or breaking performance.It also contains the most wastage of polygons.So really if you can help it to render a wall only partially or make use of a few less polygons even 300 less polygons means one more dynamic entity for example.

For one FPSC tries to manage this by culling it is still limited and at default FPSC will always have the other side of the wall there it might not be rendered but it is likely those polygons will still be counted in the end.

With proper managed static meshes and dynamic meshes one can truly create a good looking level.I think what puts most people off from designing a 1000 meshes is having to make the same wall perhaps 6 times over with different parts of the mesh inverted depending where it is in the level.This would go for each level you are doing so it is a task that can get repetitive.As I have said before before but I can not stress enough that the level design makes or breaks the over all look of a level from a polygon perspective.Some people will argue that other parts make or break again I do not want any misunderstandings and want to make it clear that I am not referring to level design but rather the way you design a level and with what you do.

FPSC has allowed numerous things that are used in other games for example level geometry CSG for one that makes it extremely easy to add doors windows fences any thing you can imagine.There is no excuse why you can not create a commercial looking level.A while back I was thinking about how I would make sunshine look good in FPSC and terrains.I found that using a terrain mesh made collision nearly impossible and by simple following the floor segments rule of mesh may not have inverted normals and must comply with the 100 x 100 x100 dimension law I was quickly able to create a terrain with in my model editor and export/import a terrain made of 100 x100 dimension mesh blocks that would make up my my terrain.

Your head needs to be screwed on correctly to make use of a 300 mesh terrain but the benefits was far reaching it allowed for proper entity and player collision by following some simple design laws.The sun light left me with another problem of how to get it working correctly I have never tried it but I have suggested it to a fellow forum member that to use a large 500 unit low polygon cone mesh angled at the direction I wanted the sun to shine with apply a simple shader to the cone it was rendered invisible and did not have a shadow.I did however try this with getting directional light mapping into my level and the results are promising it however lacks no collision so a player will be able to make contact with it in a game so it will have to be out of player and entity reach.So there the idea further evolved and quickly discovered I could make directional square circle triangle pretty much any shaped directional light mapping you could think of with no engine mod.

So the point I want to get across on the level design front it can be done will a little effort and understanding and time.If you say it can't be done prove me wrong....


Entities
Entities are fun to work with and a lot can be done but as for level design a lot more effort needs to be put into it.That needs having several entities doing different stuff in your game.If you understand how the animation slots work and scripting you can have a character skydive off a building for all we care by using a specific animation slot allocated for strafe for example.

Or a entity talking to you before dying there certain animation slots that can be used for that.It means getting your hands dirty.Want a Zombie to break a door just before you reach it with a little work you can do it with no problems.Want a ninja on a rope why not?

In all my time here I have not seen any one taking the time to make specific animations for specific actions in their games?If they have, I have missed it.I would love to see that.There is no reason why we can not have same type of animations with a little compromise.Have a World war 2 Nazi Gunner on a street corner with some sort of a machine gun.

You could even go as far as have entities hide behind boxes and throwing nades at you or blindly shoot at u from over the top.If you can have smart AI in FPSC, perhaps we can make them look smart via the help of animating them smart.I am sure some like Jon or bond or EAI will vouch for that, it can be done but it will likely be limited to some extent.



There is likely much more that can be said on the subject but I think what it all really comes down to is how much are you prepared to put into it.I think the main problem is people are thinking about the FPS genre too board and want all the features all at once.But we would have to be realistic on what we have now and what might come in the future and narrow our search down to what we have right now.In the future we might be able to drive cars into breakable bricks walls that makes dents in the car we drive.We do not have that feature but it is not stopping you from creating a game with just as much success as any other game.

I see no reason why one can not make a game of commercial success in FPSC.Point period.Rolfy prove that point very well with his game I am sure if he wanted to and had more time on his hands we would have seen the first FPSC game that would have pulled in a few hunderd thousands dollars.

Kindly point me to which FPSC game rule says we can not do the same.

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

rolfy
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Posted: 21st Mar 2010 09:12 Edited at: 21st Mar 2010 09:43
I can only say if I thought that I would be right on it
But I do see your point and would not be surprised if someone does finally make a game worthy of any other game out there, its a combination of gameplay, graphics and a multitude of skills (not least of which is the ability to market) that will achieve this, thing is when you look at the availabity of skills with Bond1, Errant ai, and a lot of others in the TGC store (not to mention the incredible amount of quality free media ,too many names to mention) folks really do have access to media which could make their game rock, take advantage of these people, its an amazing opportunity. There is also a vast amount of knowledge and skilled coders to be gleaned on these forums. Maybe that is what irks people about games created using only stock media, it looks lazy to the cynical amongst us, I can understand someone advising a new user to get away from stock with all the extra media available but not all users even visit these forums, thats an advantage to those that do
I have always thought that one day this little game engine will spew out something unbelievable, its inevitable with all the talent around here.
Get building.
Errant AI
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Posted: 21st Mar 2010 11:11 Edited at: 21st Mar 2010 11:45
Quote: "Get building."


Right on, Rolfy!

If someone want's to do better than this. They need only to do better than this.
Kravenwolf
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Posted: 21st Mar 2010 11:37 Edited at: 21st Mar 2010 11:39
Quote: "Get building"


Quote: "If tomeone want's to do better than this. They need only to do better than this. "


I'm on Errant's team! Now to find bond and plystire...

Kravenwolf

Kill Shadow
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Posted: 23rd Mar 2010 06:19
So well put Rolfy I couldn't have put it better myself. With the coming of V1.17 of FPSC we should see some amazing things. I'm still amazed with what I can put together with Fenix Mod. In addition to all the Model packs and donated material 2010 should be AWESOME. Thanx for everyone being a big part of this forum. It's the last thing I read everynight.

Regards,

KillShadow

My Wifey says thats cuz I'm a geek

Stop Drop and Roll works on everything but HELLFIRE!!!!
General Jackson
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Posted: 23rd Mar 2010 17:37
Kravenwolf: Do you have Yahoo Messenger or MSN? I really need to talk to you, if you could add me that would be great

GreenDixy
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Posted: 23rd Mar 2010 20:24
@chidem

If you are making another game, that is great news, But "DON'T POST IT HERE. as a few said there is no great work, etc its all attacks. That is why i have yet nor will i post my stuff here. Long time ago i posted something and i got the same bs as normal. Keep up your work dont let others bring you down. To all the ones who are complaining and moaning that this game went commercial grow up, You must not be doing your own thing if your on here attacking someone who made something half decent with fpsc!

cudo's to you

===================
No life, Lots of love, 2 Kids, God save me LOL
KeithC
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Posted: 23rd Mar 2010 20:26
Most of the people that are complaining wouldn't try to get their own work published anyways. As I said before; we should be encouraging our fellow developers, not mocking them and/or their work.

-Keith
GreenDixy
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Posted: 23rd Mar 2010 20:31
@KeithC i tottaly agree. people should be like may i help, OR here is something that may spark your interest for a new feature of the game. but that being said it wont happen that often except for a few real members who have helped alot of people out. As said befor dbpro and the other side of the forum is so much better to get help with. people need to learn from that side help one another and this side of the forums would be wicked. sorry if my post don't make much sence i have been awake to long lol

===================
No life, Lots of love, 2 Kids, God save me LOL
KeithC
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Posted: 23rd Mar 2010 20:39
I understand where you are coming from. Some of the attitudes exhibited here are the exact reason why many DBPro devs don't come around these parts at all, which is a pity.

-Keith
BlackFox
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Posted: 23rd Mar 2010 21:50 Edited at: 23rd Mar 2010 21:51
Quote: "If you are making another game, that is great news, But "DON'T POST IT HERE. as a few said there is no great work, etc its all attacks."


I would like to encourage you to look at it another way- not all of us are like that. Some people have their views on "what" a game should have, be like, etc. You just have to ignore those with the "I'm the best at game design" attitude and keep at it.

Quote: "I understand where you are coming from. Some of the attitudes exhibited here are the exact reason why many DBPro devs don't come around these parts at all, which is a pity."


That's because the mentality here is if you post your WIP, then that means it is open for it being picked apart and the developer gets discouraged. Perhaps allowing the developer to only be able to post in his WIP thread only, and if people really need to comment, send an e-mail. As it was pointed out to me:

Quote: "Normally, the reason a developer posts a WIP is to receive critical feedback on how they might be able to make it better. So, posting a WIP of your project really is asking for people to pick things apart."


Perhaps some don't need to be discouraged with negativity in their WIP thread. I can certainly understand why people don't want to post. But like I said earlier, I know whom I trust with their suggestions, the rest I just file in the "trash".

Cheers

Mike

Wazoo117
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Posted: 23rd Mar 2010 21:53
Quote: "You have to remember what we see as stock; actual gamers see as new. Many of those playing that game have no idea what FPSC, or even TGC is."


I have been thinking the same thing

Grenadier Games
"There are very few problems in life that cannot be solved with the proper application of high explosives"-Gunny
General Jackson
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Posted: 23rd Mar 2010 22:25
Yeah I have a couple in mind who I know are just downrightmean to WIP's.

chidem
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Posted: 23rd Mar 2010 22:31
Quote: "@chidem

If you are making another game, that is great news, But "DON'T POST IT HERE. as a few said there is no great work, etc its all attacks. That is why i have yet nor will i post my stuff here. Long time ago i posted something and i got the same bs as normal. Keep up your work dont let others bring you down. To all the ones who are complaining and moaning that this game went commercial grow up, You must not be doing your own thing if your on here attacking someone who made something half decent with fpsc!"


I'm quite lucky as none of my games involve zombies or WWII so they basically get ignored by some of the more critical members of the forum That said there is someone who offended me, not because of their criticisms, per se, but because they obviously think their opinion about my game (and others, I'm sure) was more important than the opinion held by other players.

I agree, we should not be putting each others work down - we should all be happy for the author of the game who had this title published. It may use stock media but it's out there - and finished, something not every creator can claim to have accomplished

Pioneering: Explore the Early American West - Website: http://www.thehistoryforge.com
SekoIdiootti
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Posted: 25th Mar 2010 23:01
I'm thankful this game with almost everything stock got commercial, even though it's kinda ugly, to be honest.
But I mean, if anyone made a game and used mp22&39, etc, all the good model packs, and got that game commercial...
THINK of what that would cause...
EVERYONE would be blamed for ripping the stuff off of that game, after they tried getting a game commercial with mp22 for example.
I mean, no one has ever heard of FPSC...
And that would open a new door for the person who made that super-commercial game with mp22... Of blaming the FPSC community for ripping the stuff off of his game and then getting everyone sued!
Yep, that COULD happen, if someone was a real douche.

Aaagreen
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Posted: 25th Mar 2010 23:38
No, it couldn't happen, as the models were released before the game with their respective licenses.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
rolfy
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Posted: 26th Mar 2010 06:30
Quote: "And that would open a new door for the person who made that super-commercial game with mp22... Of blaming the FPSC community for ripping the stuff off of his game and then getting everyone sued!
Yep, that COULD happen, if someone was a real douche."

Huh? read the license....I have no idea where your getting this from, if you pay for the pack you use whatever license goes with it, whoever you are, and it makes no difference who uses it first.
Scurvy Lobster
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Posted: 26th Mar 2010 11:43
Lots of games are released with some form of stock art or music every year. The StarWraith space sim games have loads of stock 3D models and they seem quite popular.

alimpo83
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Posted: 26th Mar 2010 12:56
I think the game doesn't look the best FPSC can give us, but It's a nice try and It's very nice one game gets published, even if it looks too familiar for us.

I'm planning on releasing my game on a national gamer magazine (i'm portuguese), as they accept indie work. I won't make a penny, but will love to see my work published and released for the public. I think that's the most important thing.

And I think FPSC has become a solid engine over the years. With limitations, of course, but improving every single year.

Working on "The Raven's Nest".

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