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FPSC Classic Product Chat / FPSC X( Commercial Quality Games?

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ArcGames
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Posted: 27th Jul 2010 03:46
Have any of you created any FPSC X9 commercial quality (or at least what you or others think is commercial quality) games and have sold a few hundred dollars worth that you have distributed your self for sale on the internet, and if so what are they and please provide a link to where they can be bought?

I am curious to see what type of FPSC X9 games being made are being sold? Please provide links?

Who knows, if I like one I may even buy it (no promises here).
Zay
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Posted: 27th Jul 2010 11:01 Edited at: 27th Jul 2010 11:02
There are a lot of commercial quality games in the works and most of them are intended to be free.
Look up Wolf's projects for example.

The thing with FPSC (and every other engine and editor known to man) is that the only limits is your mind.

Contact me in Skype,name- nejcplan
outlaw241
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Posted: 27th Jul 2010 12:00
Quote: "The thing with FPSC (and every other engine and editor known to man) is that the only limits is your mind.
"



lol no.

so wrong it hurts.

limit is within the engine, sadly FPSC is not a good engine, its Usability VS Playability

for sales purposes Usability always wins

Windows 7 64bit AMD 4X Phenom II 925 2.80GHz 4GB RAM Gforce GTS 250 1GB REV.1 Maxtor 1 TB Western Digital 250GB
veer
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Posted: 27th Jul 2010 12:07 Edited at: 27th Jul 2010 12:08
Quote: "limit is within the engine, sadly FPSC is not a good engine, its Usability VS Playability "


well any one can learn to play guitar but few success to become the legend

fpsc+PB....or fpsc v117 is good enough engine...the limitation is in your talent and passion
The Nerevar
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Posted: 27th Jul 2010 15:33
yes.yes (sipping tea), I strongly agree with Veer..., just all we need is all of the features listed on the migration tread.

I'd have to say........ The Game Creators can make dreams come true.
Metal Devil123
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Posted: 27th Jul 2010 16:59
Quote: "yes.yes (sipping tea), I strongly agree with Veer..., just all we need is all of the features listed on the migration tread."

and AEROSMITH!!!

Don't know why I said that, don't even listen Aerosmith much, but still. FPSC is a good engine. I think it's a good game engine for Indie Developement. As it's ment for indies, nothing more or less. If you're not indie [!censor!] you!

Zay
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Posted: 27th Jul 2010 17:25
Quote: "lol no.

so wrong it hurts.
"


Coming from a man that didn't even seriously try to make a game

Contact me in Skype,name- nejcplan
Festaddamms
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Posted: 27th Jul 2010 18:08
Ever heard of "TETRIS" anyone? No, it's not UDK or even XNA, but it all depends on how you use it


Kravenwolf
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Posted: 27th Jul 2010 19:13 Edited at: 27th Jul 2010 19:14
Quote: "limit is within the engine, sadly FPSC is not a good engine"


Not every game has to be a clone of L4D or MW2 to be successful. And it's not the engine's fault the developer doesn't break out the source code and make it a better suited engine for his project. Or that he doesn't design his own assets, characters, weapons, shaders, animations, etc, etc to enhance the player's experience. The capability/compatibility has been there all along. And almost all of FPS Creator's limitations can be overcome with a little ingenuity and effort. The problem is, the mindset that some developers are tainted with towards this engine outweigh the incentive to see what it can really do, and get something done.

And to add a known quote; people will buy anything. Getting your game finished is only half of the path to commercialism. The other half, is marketing.



Kravenwolf

Deltayo
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Posted: 27th Jul 2010 21:48
I have a feeling that this post is going to turn into another one of those "What FPSC can or not do, and what commercial quality is."
ArcGames
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Posted: 27th Jul 2010 22:19
So noone has created an FPSC X9 game for sale?
Nomad Soul
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Posted: 27th Jul 2010 23:01 Edited at: 27th Jul 2010 23:03
I love people that go around saying things like "Yeah I like totally use UDK for game development" and produce absolutely nothing.

FPSC happens to be a great engine and V117 actually has more than just indie power under its hood if you know how to use it properly.

If you can't make a commercial game with FPSC V117 you ain't going to make a commercial game using UDK.

A guitar master can pick up a $50 guitar and still play something amazing someone using a $1,000 guitar cannot. He will just complain after doing so, not before.

CoffeeGrunt
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Posted: 27th Jul 2010 23:14
One thing I don't understand is that if someone takes FPSC, strips out the engine, and reprograms every part to be better - then how is it still FPSC?

It's like that episode of Only Fools and Horses where Trigger gets a medal for having the same roadsweeping broom for 20 years, and someone asks him how he did it. His answer was he looked after it, and replaced the handle 23 times, and the head 15...

You can make a good game with FPSC. Yes, I agree wholeheartedly with it, and there's alot of proof of it. Commercial level? No. Like it or not, commercial, or at least, successful commercial, means amazing graphics, smooth gameplay, and epic battle scenes. FPSC is ill suited to this.

Even UDK isn't really suitable. You can make the environments, and the battles, etc. But you'll have to program it all yourself and it's a far cry from the easy to use FPI system you have here...

Basically, you wanna make a commercial level game circa 2004? FPSC will do brilliantly, I still play game from the decade before last, so that's not bad in my opinion.

Slow Programmer
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Posted: 27th Jul 2010 23:25
Why does everyone want to use FPSC for commercial projects? How about just having fun with it. If you want to make a seriously successful FPSC commercial game you need more power than this program can give. Love it for what it is Don't believe me? Search the key word commercial on this board only... The same arguments and predictions of commercial wonders (if people would only do it right) were being made in 06,07,08. How many commercially successful games have be released since these posts where made ?????????
Hamburger
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Posted: 27th Jul 2010 23:42
Quote: "So noone has created an FPSC X9 game for sale? "


There have been games released with x9
gendestroier
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Posted: 28th Jul 2010 00:37 Edited at: 28th Jul 2010 00:38
you need a 1000 people team to make a comercial game has you guys want. You guys think too small, you're talking about a industrial game, and it need's people, the engine stay in the third place, first came the people that will work with you,them you start concerning with money (start conserning a little more about money i mean)you can use DARK BASIC for a comercial game, the fpsc is just a sandbox, a map editor, a leveldesing tool.
I fell that you guys have no idea about what exacly are you all talking about.
you're all going crazy.
stop saying boob an use your heads, before saying that the fpsc is a ''engine'' ,one of the main caracteristics of a engine is the programable code, so of course the fpsc isn't a engine.

mods for creating a inteligent game,at least
Marc Steene
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Posted: 28th Jul 2010 01:12
I think that people often miss out on a key ingredient to the success of a AAA game such as Modern Warfare 2. Obviously funds and the number of skilled workers producing the game is a key factor, but the one which most people miss out on is this.

In most commercial games, the engine is built around the game rather than the game being built around the engine, which is the case of almost every FPSC game. This isn't so much FPSCreator's fault, more to do with the people who use it who are unwilling to learn DarkBasic to program in their own features (though I have heard many discouraging comments regarding the performance of DarkBasic over a language such as C++).


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
PW Productions
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Posted: 28th Jul 2010 02:00
@gendestroler, I think you're completely incorrect, and have insulted most of the developers here. Most people here don't even have teams, and yet they still pursue what they want to do and develop great things. Ever heard of the user Wolf? Do a forum search for 'Euthanasia' and you'll see exactly what I mean by this. Also, FPSC is not simply a level design tool, you can create executable games you can play with menus, features, gameplay and multiple playable levels. Furthermore, FPSC does have source code which you can edit. And just because an engine doesn't have easily accessible source code doesn't mean it isn't an engine. Take the Unreal Development Kit, for example. It uses the highly famed majorly commercial engine Unreal Engine 3. UDK doesn't require or even feature any sort of programming. Yet it is still known as a very good Engine.

Finally, I think you misunderstand what is an Engine and what isn't. DarkBasic is a coding language used to create games and engines, however it is not specifically a game engine itself. FPS Creator is a game engine created by DarkBasic and features a sort of coding.

You need to reconsider what you've said as well... But it's just a suggestion.

CoffeeGrunt
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Posted: 28th Jul 2010 03:33 Edited at: 28th Jul 2010 04:43
Have you used UDK? Because it does require programming.

DarkBasic is a game oriented programming language - a game engine. Make me a web browser in it and we'll see how little of a game engine it is.

And yes, Wolf's work's great. Better than what I can do, and what even some Commercial Level Designers can, but it's irrelevant.

I'll take Valve for example. When Valve creates a map, they have a meeting in an office, then the concept artists draw up ideas, after that, Level Designers will draw up a blueprint of the level in basic grey with wireframe, this is handed to the programmers, who then send it back with advice on how to make it more accessible for gameplay, then the level is passed to the game testers.

The game testers play out the level and try to break it, every collision issue, AI bug out, and glitch is reported. The level is then back-and-forthed between the LDs, the programmers, and the testers until the testers find no more faults. Then it's passed to the art team.

The art team draw up concepts on how the level should look and make the player feel. These are then made into blueprints, and they decorate the level and make it lovely. The level is then passed back to the testers, scrutinised to ensure the details don't block the gameplay, e.g., Does that foliage in portal 2 stop me from seeing the exit? Etc, etc. This continues between the Art team and testers, with programmers possibly tweaking small errors, until again the testers come up dry.

[I]That[/I] is what commercial level is, and no-one here will achieve that. It isn't just about large teams, deep pockets or fancy lighting. It's a long scientific process to make sure that the gameplay isn't sacrificed for story, story isn't sacrificed for good looks, and good looks aren't sacrificed for gameplay.

Now Wolf is good, and so are many others. But not even a five man team with FPSC could hope to cover the huge task making a commercial game is...

ArcGames
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Posted: 28th Jul 2010 03:47
Wow, I think I made a mistake in using the words "COMMERCIAL QUALITY". So please forget those words and just answer this question for me.... Has anyone here ever made any games with FPSC X9 that are for sale on the internet, and if so, what are they and please provide links?

Please stay on topic, please.
OutdoorGamer
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Posted: 28th Jul 2010 04:37 Edited at: 30th Jul 2010 10:10
Quote: "Wow, I think I made a mistake in using the words "COMMERCIAL QUALITY". So please forget those words and just answer this question for me.... Has anyone here ever made any games with FPSC X9 that are for sale on the internet, and if so, what are they and please provide links?

Please stay on topic, please. "


signatures are dumb.....
idk why....
Soviet176
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Posted: 28th Jul 2010 04:55
Quote: "Wow, I think I made a mistake in using the words "COMMERCIAL QUALITY". So please forget those words and just answer this question for me.... Has anyone here ever made any games with FPSC X9 that are for sale on the internet, and if so, what are they and please provide links?

Please stay on topic, please."


unfortunately you hit a sour subject. This can be argued across the board for years. So many points being thrown back at each other. Really it boils down to what you have in your mind, and how far your willing to go with it. But CG is in some way correct, you may not be able to make a high quality MW2 shooter game. But with lots of effort and will power you would be surprised what you can do.

PW Productions
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Posted: 28th Jul 2010 05:02
Quote: "Have you used UDK? Because it does require programming."


Yes, I followed even your MoltenByte tutorials too... The programming I'm talking about is the source code programming, the very rawest forms, which is what he was talking about.

ArcGames
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Posted: 28th Jul 2010 05:04
I never meant to start an argument or anything, nor was I saying what you can or can not do with FPSC. I just thought for as long as this software has been out, there may have been (and may still be) some very talented people who have and are creating some very goods games with it and have sold a few of them on the internet. That is all.

I apologize if I started something here, as I did not mean to. I am very sorry.
CoffeeGrunt
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Posted: 28th Jul 2010 05:06
No. Unrealscript...

My tutorial doesn't even touch the basics of UDK mate, I'm sad to say. getting stuff in UDK is easy as pie, getting it to do what yuo want when it's in there...Ouch.

PW Productions
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Posted: 28th Jul 2010 05:50 Edited at: 28th Jul 2010 05:51
Ok, I'm no expert and it also seems I'm getting terribley misunderstood here. My point was that he was being so negative and that... Well nevermind, I'm not going to explain myself and start a flamewar.

Brunopark09
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Posted: 28th Jul 2010 06:34
Don`t know what is the exactly reason of why i'm saying this, but..


If you don't like FPSC x9 because " sadly FPSC is not a good engine", then stop using it and go away from this forum

If that is offensive for someone, any mod can delete this, i don't have any problem





-grinsh-
PW Productions
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Posted: 28th Jul 2010 06:41
I agree with Brunopark09.

General Jackson
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Posted: 28th Jul 2010 06:42
Quote: "
If you don't like FPSC x9 because " sadly FPSC is not a good engine", then stop using it and go away from this forum "

Amen!
This is a forum for FPSC, if you don't like it, SKEEDOODLE! SCRAM!

PW Productions
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Posted: 28th Jul 2010 07:24
Looks like a Flamebait warning was put up, well deserved.

Plystire
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Posted: 28th Jul 2010 07:27 Edited at: 28th Jul 2010 07:30
Quote: "Wow, I think I made a mistake in using the words "COMMERCIAL QUALITY". So please forget those words and just answer this question for me.... Has anyone here ever made any games with FPSC X9 that are for sale on the internet, and if so, what are they and please provide links?

Please stay on topic, please."


I'm afraid the can of worms has already been opened, the thread has been flagged as flame bait, so I'm going to continue with the current topic at hand. I will get back to you momentarily.


Quote: "In most commercial games, the engine is built around the game rather than the game being built around the engine, which is the case of almost every FPSC game."


Wow, I was beginning to think that NO ONE HERE really understood that. Thank you for proving me wrong, Marc. My new thought is that only 2 people here really understand that.


The fact of the matter is that TGC is trying to let people make many different kinds of games with FPSC. Such a tool is not what makes an industrial commercial quality game (AKA "successful"). Did Valve use a prefrabricated engine to make Half Life? No, they made their own engine to make Half Life. Did they use Half Life's engine to make Half Life 2? No, they made a new one. Did CryTek use someone else's STOCK ENGINE to make Crysis? No, they made their own. Did they then use the CryEngine to make Crysis 2? I believe that was an upgrade.

See... the game companies realise that the game THEY want to make, just isn't doable with current engines. If it were, it's not going to fly as "next-gen", so pretty much every leap in gaming tech requires a new engine that they have to make (or scrap huge portions of an old one and rewrite most of it anyway).

Until everyone wanting to make a "commercial quality game" in FPSC acknowledges this, I just can't see them as being entirely serious, nor do I think they have any clue as to what they're doing or how they're going to achieve that goal.

"I can make great looking levels, and I can model, texture, animate, program, compose sounds, AND compose music!"
Congratulations, you're an indie developer. You have the icing for the cake... now go make the cake.


Quote: "If you don't like FPSC x9 because " sadly FPSC is not a good engine", then stop using it and go away from this forum"

Quote: "I agree with Brunopark09."

Quote: "Amen!
This is a forum for FPSC, if you don't like it, SKEEDOODLE! SCRAM!"


Three more for the list of people not to bother helping.
I don't like FPSC, because it's not a good engine. If you don't want me around here, I'll try to make my presence around you as scarce as possible.


Quote: "I am curious to see what type of FPSC X9 games being made are being sold? Please provide links?"


Hmmmm...
Anderson and the Legacy of Cthulhu

There are some others I've seen mentioned around the board, but that seems to be the most famous one (probably since it was likely the first, lol) It's using a much older version of FPSC, so expect some old dusty bugs in it. You can find demos of it around the internet, if you care to look.


The one and only,


PW Productions
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Posted: 28th Jul 2010 07:44
Quote: "Three more for the list of people not to bother helping."


Did you not see my post?

Quote: "@gendestroler, I think you're completely incorrect, and have insulted most of the developers here. Most people here don't even have teams, and yet they still pursue what they want to do and develop great things. Ever heard of the user Wolf? Do a forum search for 'Euthanasia' and you'll see exactly what I mean by this. Also, FPSC is not simply a level design tool, you can create executable games you can play with menus, features, gameplay and multiple playable levels. Furthermore, FPSC does have source code which you can edit. And just because an engine doesn't have easily accessible source code doesn't mean it isn't an engine. Take the Unreal Development Kit, for example. It uses the highly famed majorly commercial engine Unreal Engine 3. UDK doesn't require or even feature any sort of programming. Yet it is still known as a very good Engine.

Finally, I think you misunderstand what is an Engine and what isn't. DarkBasic is a coding language used to create games and engines, however it is not specifically a game engine itself. FPS Creator is a game engine created by DarkBasic and features a sort of coding.

You need to reconsider what you've said as well... But it's just a suggestion."


I thought it related quite well to the topic to show that you can indeed make commercial games.

Wait, just reread over things. Yeah that was off-topic. I was thinking the topic was about 'if' you can create commercial games. Nevermind.

Kravenwolf
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Posted: 28th Jul 2010 07:47 Edited at: 28th Jul 2010 08:08
Quote: "Wow, I think I made a mistake in using the words "COMMERCIAL QUALITY". So please forget those words and just answer this question for me.... Has anyone here ever made any games with FPSC X9 that are for sale on the internet"


To answer your intended question, yes. There have been a few games made with FPS Creator that are being sold on the internet. Though their sales figures are unknown.


To sum up the other discussion in this thread, the term 'commercial' is often interpreted differently from person to person, and because of that; these debates always ignite.

Is FPS Creator capable of making a 'commercial quality game?' Absolutely. Tetris is a commercial game. Resident Evil 4 is a commercial game. Penumbra, Duck Hunt, Left 4 Dead, Riddle of the Sphinx, Goldeneye, (I could go on forever); are all commercial games with variations in graphics, gameplay mechanics, performance, and so on. Can you acheive the next Modern Warefare 2 with FPS Creator? No. But you won't in UDK either. Does a game have to blow Modern Warefare 2 out of the water in order to make the developers money? Absolutely not. Come up with something fun, provide the proper marketing strategy, and your game will sell.

Is FPS Creator a game engine? Yes, it is, obviously. And it can be programmed. You don't need a team of 1000 developers and a multi-million dollar budget for your game to reach success either. And passing your game concepts back and forth in a room of fifty people from artist, to programmer, to designer, etc to is not what determines commercial level (though it does depend on one's perspective of what commercial level really is). Plenty of games made by independant developers from various engines (or their own) have done just fine.

Again, it depends on your definition of commercial success. Because technically speaking; commercial games have already been made with FPS Creator. There are FPS Creator games on the market, and they are making their developers a small profit( = commercial). For some, one sale spells success. For others, success may be determined by how well their game stacks up next to Modern Warefare 2 or Resident Evil 5, etc in terms of recognition or sales figures. In my eyes, if the FPSC game that I've been working on is either (a) published to Steam regardless of sales, or (b) earns at least $10,000 in sales; I will consider it a high success. Anyway;

An independant iPhone developer made $250,000 in the first month his game was released on the App store (he paid his friend $500 to help with the programming). He didn't need a million dollar budget, and his efforts were not comprised of a five or fifty man team.

Riddle of the Sphinx, an older generation PC game made by two developers; a married couple; sold just fine. Killing floor, another example, and one of which started as a modification. I consider all of these examples to be commercially successful. Work to the strengths of the engine if you want to do well with it. Or move onto a different engine 'more capable', where you still have nothing to show for after your transition. The bottom line is (I should really just start copy/pasting) you get what you put in; and in the hands of a carpenter, a hammer (FPSC) or a nailgun (UDK) can still build a house.

Big rant, but I'm done now.

EDIT: New posts

Quote: "Marc. My new thought is that only 2 people here really understand that."


Make it 3. I used that exact statement while making a point on; I believe it was 67 threads ago with the same subject

Kravenwolf

Metal Devil123
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Posted: 28th Jul 2010 08:58 Edited at: 28th Jul 2010 08:59
Quote: "in the hands of a carpenter, a hammer (FPSC) or a nailgun (UDK) can still build a house. "

You mean:
In the hands of Carpenter a weird alien thing (FPSC) and... helluva alot of snow (UDK) can make a great movie success. Oh yeah.

Brunopark09
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Posted: 28th Jul 2010 09:25
After think about this some minutes, this is my conclussion:

Can you make a game that will sell?

Yes

but depend in what you put in it

I'll take the Penumbracase, it's one of (if it's not)my favourite games and was made by a independent studio, but it's really a GREAT game, i want my games be like Penumbra, but i agree with Marc, in that case, the enginge is builded for the game, not the game based on the engine, so, if i want to make a good game, i have to work in that, and that doesn't mean that i have to spend $100000000000000000000000000000000000000000000000000000000000000000000000000000
to make it, i have to work to get it, i think the inteligent and beautiful level designs make a diferent game, but i think and important factor is the type of game you're trying to make with FPSC, i think FPSC is good for make a horror game, or a puzzle game, but not some that will include great exterior designs (i know it for my own experience), a dark creep tunnel will work really good, but not a battle in a caribbean beach with airstrikes,so, simply, for some games (maybe horror games or simple shooters, and using mod that are really useful like PB or Fenix Mod) FPSC is a good option in my opinion,but others like war games with bigs area, simply it not.

I've thinked and writed too much that i don't know really what i'm talking about

-Why didn't God take gaga,justin bieber or kesha instead of Randy Rhoads, Cliff Burton or Dio?

-A good game is made of what you put in it, not of the features of the engine-
Nbt
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Posted: 28th Jul 2010 11:13
Quote: "Plystire wrote: Did Valve use a prefrabricated engine to make Half Life? No, they made their own engine to make Half Life."


Hmmm... ??? Last I looked they used a modified Quake 1 engine to make half life

Bond1 - "I see this and think of a beach"
Cyborg ART
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Posted: 28th Jul 2010 12:05
Quote: "Quote: "Plystire wrote: Did Valve use a prefrabricated engine to make Half Life? No, they made their own engine to make Half Life."

Hmmm... ??? Last I looked they used a modified Quake 1 engine to make half life
"


At least they modified it for their needs...

CoffeeGrunt
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Posted: 28th Jul 2010 12:58
While yeh, technically any game sold for even a penny is commercial, that's not what people here mean. You're forgetting Kravenwolf, when people come on here and ask for commercial, they do mean CoD or Halo, then the grim reality sets in...

Making a commercial game is easier in UDK, but still not easy. However UDK forums are alot more team based, with requests for Non-Paid, Paid, or Royalties being allowed to get the people you need for your projects...

Quote: "Why didn't God take gaga,justin bieber or kesha instead of Randy Rhoads, Cliff Burton or Dio?"


Sorry for the Off Topic - but you forgot the Rev...

ctm
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Posted: 28th Jul 2010 14:05 Edited at: 28th Jul 2010 14:25
Plystire wrote
Quote: "See... the game companies realise that the game THEY want to make, just isn't doable with current engines. If it were, it's not going to fly as "next-gen", so pretty much every leap in gaming tech requires a new engine that they have to make (or scrap huge portions of an old one and rewrite most of it anyway).

Until everyone wanting to make a "commercial quality game" in FPSC acknowledges this, I just can't see them as being entirely serious, nor do I think they have any clue as to what they're doing or how they're going to achieve that goal.
"


I am totally confused...is this offtopic topic about next gen games or commercial quality?

If commercial quality means you have to use a new engine then Deer Hunter wouldnt be a commercial quality game because it was made with 3dgs.

Fallout 3 and Oblivion were made with a licensed engine (gamebryo).

Vampire Masquerade (a RPG game) was made with the source engine (Half Life 2).
etc.

Imo a commercial quality game is a game that

has no technical showstoppers (crashes, grafic bugs, collison problems which make the game unplayable, etc.)
A funny fact is that there are lots of AAA games which have or had these problems (for example GTA 4 and ATI cards).

runs on hardware which meets the hardware requirements (+ actual drivers and dx9c)

All the other things like grafics, gameplay etc. are a question of personal taste.

If there are people who want to play a game and are willing to pay for it, it is a commercial quality game

p.s.: There is certainly the problem that people expect better grafics and a more challanging KI from a FPS than from a RPG ( which has its main focus on the story).
Therefore it's realy hard to say what is commercial quality and what not.
The customers (if there are some) will tell you if it is.
veer
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Posted: 28th Jul 2010 14:50 Edited at: 28th Jul 2010 14:55
ok to answer your question

5 game have been publish with fpsc that i can remember

one is cry of infected

one man team can not beat an 1000 guys team...or budget of 10,0000 dollar

you got to see your target and try to top that

there are more people that will play game of any kind...don't care of graphic or anything...because they are game freak

fpsc can make decent game that can sell
an it can sell very outside usa and uk
OutdoorGamer
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Posted: 28th Jul 2010 15:23
Ok, to sum it up. Yes there has been a few games that have been sold by fpsc users. lol

signatures are dumb.....
idk why....
Zay
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Posted: 28th Jul 2010 15:29
I'm suprised noone posted this sooner.
Behold,the first published FPSC game : http://www.gamespot.com/pc/adventure/legacyofcthulhu/index.html?tag=result;title;0

IMO we have came a long way since then.

Contact me in Skype,name- nejcplan
Marc Steene
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Posted: 28th Jul 2010 15:41
That's actually a pretty useful link as we can draw several conclusions and bits of information about the sales data.

You'll notice 151 people downloaded the 1.02 patch - we can safely assume that all 151 own the game otherwise the patch would be useless to them.

We also need to take into account that the majority of people (60-70%?) will not download the patch (unless there was an autopatch built in alerting customers of an update).

Looks to me like that particular game sold around 200-300+ copies, and if we assume that every game sold for the retail price of $30 with the publisher taking an estimated 30-40%, thats about $6300 made on the lower end of the scale.

Of course these are just estimates based upon the download data I can see. Would you consider making $6300 off an FPSC game a commercial success?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
veer
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Posted: 28th Jul 2010 15:54 Edited at: 28th Jul 2010 17:45
if not that many...he may have surely earn more then game budget
Metal Devil123
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Posted: 28th Jul 2010 16:04
Quote: "IMO we have came a long way since then."

Not in making games ready, just in showing how awesome they look.

Cyborg ART
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Posted: 28th Jul 2010 16:17
Quote: "Quote: "IMO we have came a long way since then."
Not in making games ready, just in showing how awesome they look.
"


Thumbs up!

Marc Steene
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Posted: 28th Jul 2010 17:54
Quote: "people will buy anything."


That's very true. Even though Anderson had reviews such as this:

Quote: "It takes a special kind of game to not only give you enough time dip into a book between levels, but make said reading frustrating as well. Robert D. Anderson and the Legacy of Cthulhu is a special kind of game. It's tedious and frustrating and a complete mess. Worst of all is that it's not even hilariously inept; there's nothing funny about how awful the game is. "


People still bought it and he did fairly well.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 28th Jul 2010 18:17
One of the biggest chances to make a commercial (even at the lower end of the big game table) FPSC game is multi-player.

As you can get away with a lot more in regards to graphics etc, just as long as you have a good variety of interesting maps and weapons etc, which FPSC can deliver. Just a shame that this is FPSC's weakest part

We all know a lot shooters that can be a little sub-standard in the single player stakes, yet come to life when played co-op or full on death-match. MP was a major saviour for Quake and Unreal giving us UT and Q3 and the 4 player co-op really brought life into Halo 3 (for me and many others)

If FPSC had proper stable MP, I really do believe we could produce something worth selling. kxnrb has done wonders with his mod, but is still held back from really excelling due to the engines downfalls

Bond1 - "I see this and think of a beach"
gendestroier
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Posted: 28th Jul 2010 22:24
hohohohoh...to make a game like crysis 2 with the dark basic with is the main code of the fpsc you WILL need a supergiant team and a LOT OF money okay ? there is no agument agains that. ask lee, ask the id software guys, the giant game industries are totaly different than us.(not totaly )
you can use fpsc, just reprogram it, in a scale a 1000000 times bigger than the 1.17 update is been working on by the tgc of course. is evident that i'm not ofending anyone. i'm just trying to wake you guys up ! we need a bigger team !! if we want the next cod ! okay ? isn't about the engine, and if you don't like the fpsc... ohhhh... my dear.... you don't like any other engine, they're all almost the same, you can upgrade all of them !! (NOT ALONE !!!!!!!!!!!!!!!!!!!)so waht's the big difference ? there isn't okay ? or you disagree that 1000 heads make a better job than just 1 fpsc rookie, or pro, or master(whatever) a offence bigger than my comment is ask if there is any fpsc comercial game, i mean, WOOOOTTTT ? you're calling us of LOOSERS ? (just kiding)

mods for creating a inteligent game,at least
Marc Steene
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Posted: 28th Jul 2010 22:30
^----Understood about 75% of that. What did you mean at the end?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

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