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FPSC Classic Product Chat / Remaking an original game!!!

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4thlez Games
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Posted: 14th Jun 2010 23:00
Has anyone tried to remake an orginal game, something like dukenukem3d or goldeneye 64, i believe its possible, i myself have started on a project which i can not name and its not a remake of anythng but i believe you can actually achieve this in FPSC
The Storyteller 01
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Posted: 14th Jun 2010 23:13 Edited at: 14th Jun 2010 23:14
Remaking a game that had a million$ budget and a dozen developers working for a year (or more) on it, is beyond the possiblities of any engine - not just FPSC - unless one is willing to spend a lot of time and money on the project..

But making a short tribute game like a "lost chapter" or a "prologue" can probably be done - if the right media is available or can at least be created.

In case you find my grammar and spelling weird ---> native German speaker ^^
Aaagreen
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Posted: 15th Jun 2010 11:12
@ Storyteller *cough*

But no, generally not possible in FPSC due to it's square-based flat levels. You'd need to put in a whole lot more work to get something looking sort of like a Quake map, than you would if you were to simply re-make the map using a brush based editor.

I'd love to see things from your point of view but I can't get my head that far up my bum.
The Storyteller 01
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Posted: 15th Jun 2010 12:29
@AAagreen *cough* Looks terrific *cough*

You are right of course with the square-based thing.

But apart from games that mostly use indoor grid levels - like p.e. Silent Hill, Doom or Bioshock - you could make a single indoors level for almost any game.

Take Fallout 3 for example, the intro level was playing completely inside the bunker and could be recreated with FPSC.

But to be honest, I would definitely not advise a developer to try a remake of a known game since the comparison would make most FPSC games look really bad - unless he's got a team, lots of time and some spare money.

I would rather try to create something unique

In case you find my grammar and spelling weird ---> native German speaker ^^
4thlez Games
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Posted: 15th Jun 2010 16:41
thnx for the answers guys
Conjured Entertainment
AGK Developer
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Posted: 15th Jun 2010 17:48 Edited at: 15th Jun 2010 18:33
Have you ever played Video Poker?

It's just basic poker for the player.
Instead of playing other people, you play just your hand of 5 card draw and get payouts depending on what you have.

Anyway, I have been working on console arcade games for FPSC, and I thought of making the video poker machine an actual playable minigame.
So, the player could walk up to it and start playing poker.

Not exactly what you are talking about, but it would be cool.

I think the Goldeneye would be a good candidate for an FPSC remake or expansion.
Everybody loves Bond.


Quote: "But to be honest, I would definitely not advise a developer to try a remake of a known game since the comparison would make most FPSC games look really bad - unless he's got a team, lots of time and some spare money.

I would rather try to create something unique"

How about taking old 2d games and making them 3d with FPSC?
Like Xenophobe, which brought the world the first split screen action, and even had support for 3 players instead of just 2.
FPSC would be great for turning old 2d titles into 3d.

The real problem with re-makes is the copyright issue.
At best you will only be able to distribute a fan-based game non-commercially, which means no profit.
So, all your hard work will not yield you a dime, but if you are in it for the fun, then more power to ya!



Edit
I had a thought that expands yours...

What if we had a console arcade game that when the player walks up and inserts their coins (if they have any) then they play the remake?
What if we teleport them to an underground labyrinth in the map to a level that is laid out like the retro emulation?

The player would be immersed into the arcade remake gameplay as long as they are in that level of the map. (alive)
On death the game would be over so they could be teleported back to the console if a triggerzone is at their spawn point (start marker) and a flag is used for the game.

Anyway, I think I can get a really cool effect from this remake arcade simulation idea of ours. Playable arcade consoles in FPSC!

   Conjured Entertainment

 WARNING: Intense Madness
charger bandit
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Posted: 15th Jun 2010 19:43
Conjured: If you can hook me up with a topdown view 3rd person script we can make a 3d Pacman remake. Then compile many arcade remake games together and make a set of arcades.


Conjured Entertainment
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Posted: 15th Jun 2010 21:09 Edited at: 15th Jun 2010 21:40
Quote: "Conjured: If you can hook me up with a topdown view 3rd person script we can make a 3d Pacman remake. "

I have made a puppet script, but not a third person view.
The closest to that would be my attacmpts at scripting vehicles.

I think 3D PacMan would be as much fun if it were a first person view as it would being top down.
Just have the 'wonka wonka wonka' sound effect for picking up the 'dots' (floating skulls maybe?).
Making a character chase or run is easy enough for the enemy AI.
Teleports can be used to emulate the tunnels.

An overview could always be implemented with a minimap/radar type set up for an overhead 2D perspective.

Being in the maze would be better than see it from above.
Either you know the maze layout or you die and learn.
The first maps could be laid out like the arcade mazes, with additional mazes mapped out by you.

Don't forget the cutscenes between levels.

EDIT
You could even have progressive respawns if you script it so that each maze cleared would start over execpt spawn characters with faster speed.
That way you could reuse the map, just like the original arcade version.

   Conjured Entertainment

 WARNING: Intense Madness
4thlez Games
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Posted: 16th Jun 2010 01:58
cool ideas
Nickydude
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Posted: 16th Jun 2010 02:50
FPS-Free has PacMan entities including ghosts and pills.

The Nerevar
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Posted: 17th Jun 2010 01:06
I call dibs on remaking Blood(an old zombie shooter, thats more advanced than doom).lol

I'd have to say........ The Game Creators can make dreams come true.
Monkey Mja
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Posted: 17th Jun 2010 02:17 Edited at: 17th Jun 2010 02:46
Pacman idea. I like it.

But mabye you could make it when you get the super pill, you get a shotgun, I mean, it's EVERYBODYS life ambition to get to kill those stupid annoying ghosts.

- Monkey
Metal Devil123
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Posted: 17th Jun 2010 02:46
There is alot games I would like to make a fan tribute to. Not a whole remake thou...

Conjured Entertainment
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Posted: 17th Jun 2010 21:36 Edited at: 17th Jun 2010 21:49
Quote: "I call dibs on remaking Blood"

LOL
I remember that game.

Quote: "But mabye you could make it when you get the super pill, you get a shotgun, I mean, it's EVERYBODYS life ambition to get to kill those stupid annoying ghosts."

I was thinking about that too.
How to flag the damage so the guns wouldn't do anything unless you had eaten a super dot. (skull maybe? I want the skull in there)
Giving them limited rounds of ammo instead would work, and the shotgun is a great idea.
Scoring 200 - 400 - 800 - 1600 of course for the kills.
Timer base that and you got the big dots sorted out.
I guess you could scale the ammo up, and use it instead of a big dot.

I had another thought on this, if using a timer for the big dot then we could also use a flag during the timer.
Then, we use the flag for a body armor on the ghost, so their health replenishes if hit.
When flagged by the big dot during the timer, the ghost would take the hits and be killed with the destroy script adding the points.
They would also respawn on death of course.

Quote: "There is alot games I would like to make a fan tribute to. Not a whole remake thou..."

That is why having a single level minigame in the map would be fairly easy.
You could make it more advanced if you wanted to though. (now or later)

   Conjured Entertainment

 WARNING: Intense Madness
Metal Devil123
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Posted: 17th Jun 2010 21:49
Quote: "That is why having a single level minigame in the map would be fairly easy.
You could make it more advanced if you wanted to though. (now or later)"

Yes. But before remaking a game, I want to make a game 'bout a movie. That would be the #1 after the #1 now, wich is not really #1, becouse something else is really #1. That was confusing...

Conjured Entertainment
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Posted: 17th Jun 2010 22:00 Edited at: 17th Jun 2010 22:04
Quote: "Yes. But before remaking a game, I want to make a game 'bout a movie. "

haha
I'll be working on that FPSC Video Poker Minigame right after my current project(game ' bout a movie) is finished .
Then, I might play around with the Pac-Man and Xenophobe ideas. (still thinking about a Pinball minigame too, but too many plans and not enough time)

   Conjured Entertainment

 WARNING: Intense Madness
god games
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Posted: 18th Jun 2010 15:12 Edited at: 18th Jun 2010 15:14
i want to make
the old castlewolfstein to the fps vision of return to castlewolfstein

don't move handsup
The Nerevar
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Posted: 18th Jun 2010 15:12
for the pac- man thing, the skulls( or super pills) can be weaponsm the the normal pills could give you one ammo, and the ghost are hard to kill, BUT!, if you kill them all, you would win the game.

I'd have to say........ The Game Creators can make dreams come true.
Conjured Entertainment
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Posted: 18th Jun 2010 19:38
Dudes, PacMan is sounding pretty good right now after trying this Video Poker Minigame idea.
This thing is going to be tough to pull off in the stock engine.
I am making progress but it is slow. (260 HUDs just for the deck (52 card images X 5 slots) which took two full scripts to create)
My theory on the method I wanted to use for the card comparison worked out, but only after many hours spent trying to sort out one thing.
Anyway, I have a test set up to deal two cards, and then compare them.
If they match then a sound plays and the second card is picked again.
If they do not match then it does nothing.
This will basically be the logic for the deal so you don't get dealt the same card twice. (the sound is just for testing)
The comparisons for the clean deal will be masked as a shuffle routine.

I'm totaling 263 HUDS and 5 scripts so far, with an estimated 15 to 20 more scripts needed.
I am also going to be using up 20 or more global variables too (more if need be), so like I said, this is going to be tough in FPI.



   Conjured Entertainment

 WARNING: Intense Madness
4thlez Games
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Posted: 19th Jun 2010 18:47
cool

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