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

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gendestroier
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Posted: 28th Jul 2010 22:40 Edited at: 28th Jul 2010 22:43
sorry... you didn't because i tranlated the expression phrases in a weird way. i mean that 1000 team work better than just one guy.

emm... what is a flamebait ?

mods for creating a inteligent game,at least
OutdoorGamer
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Posted: 28th Jul 2010 22:53
Means that everyone is just arguing. lol

signatures are dumb.....
idk why....
WWIV Studios
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Posted: 28th Jul 2010 23:14
Quote: "what is a flamebait ?
"


Bait to a Flame?

gendestroier
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Posted: 28th Jul 2010 23:19
Quote: "Bait to a Flame?"


sorry...what ?


thanks outdoorgamer

mods for creating a inteligent game,at least
Shadowtroid
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Posted: 28th Jul 2010 23:31
@gendestroier

It's not that simple. You can mod FPSC obviously, but the amount of work it would take to make it really good would be about the same as making your own engine with no liscense problems.

Also, DBpro in general is slower. In order to make something really good, you would need a large team developing something in C++ or similar.

Kravenwolf
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Posted: 28th Jul 2010 23:39 Edited at: 28th Jul 2010 23:53
Why does everybody seem to think they need to make the next Call of Duty in order to achieve well commercially? Why does everybody try to compare AAA title success backed with 100,000 man hours, a multi-million dollar budget in both developement and advertising; to a one or two man indie development team with less than a one hundred dollar budget, limited resources and, in most cases, experience? A game engine simply cannot compensate for everything.

It shouldn't come as a suprise that, no; FPS Creator cannot make the next Modern Warefare 2 or Crysis, or whatever AAA franchise we have in our heads (in my opinion, there wasn't anything all that special about Modern Warefare 2 in the first place). And I agree with the others on that subject. It most likely can't be done. But, and my point is, it can't be said that FPS Creator just plain cannot make a commercial quality title, either (which is why I stepped in to share my 2 cents). Nor can it be said one can't do well on the market. Again, it's a simple matter of what success really is to each developer, or the people here that try to explain it.

If a team of 2 developers with $200 to spend work three months on a game, and that game earns $50,000 the first month it goes on sale, would anyone here consider it to be a success?

If a single developer makes an FPS Creator game, and that game makes it to IGN, Gamersgate, Steam, etc, and becomes a common name in the industry, would anyone here consider their effort to be a success?

If a small team of developers throw together a mediochre game, but really glorify their product through advertising; and that game goes to sell 20,000+ copies, earns $150,000 in profits; but almost every review that comes in spits on the title, would anyone here say the game was a commercial success?

We don't have any idea what game or game idea will or will not become the popular vote, and there's really no way to forsee it. There are plenty of commercial games out there right now that get a lot of recognition due to advertising, but are absolutely horrid. And a smaller number of free games out there completely blow those out of the water. So now, by someone's definition, we have a small delima. Because this would mean that games that are not commercial, are "commercial quality", while games that are commercial, are not "commercial quality". So, wouldn't this mean that those commercial games that are not 'commercial quality' but are commerical, are to be considered the standard for 'commercial quality'? Or, is it up to the individual to decide what quality really is?


Quote: "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)."


@Marc, I believe you're forgetting to account for piracy. Which, unfortunately, my guess would account for 70% of said downloads.

Kravenwolf

Nbt
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Posted: 29th Jul 2010 00:16
Worms was created by a lad in his bedroom with a hobby game orientated Basic on (what many would have called) a Hobby Computer the Amiga.

Yet it's a very well known games title that many of us bought and played to death and enjoyed every bit of it

It could never be said that the game had to die for gfx, amazing AI, stunning map design or anything you would expect from a big name title, yet it sold like hot cakes.

This only goes to show, You Never Know Until You Try ^_^

Bond1 - "I see this and think of a beach"
Nomad Soul
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Posted: 29th Jul 2010 00:37 Edited at: 29th Jul 2010 00:40
Lets try to stay away from the philosophy of this discussion and stick to the facts:

Can FPSC be used to make a commercial game = YES
Is FPSC a commercial quality game engine = YES (V117)
Have commercial games been released using FPSC = YES

Now what we need to do is consider commercial games have been released prior to FPSC V117 which did not have any of the advanced new features (dark ai, ragdoll, bloom) or the performance or new shaders bond1 has released. Therefore it would be possible to make a commercial game with FPSC now which is orders or magnitude better than those games but would also require more work to take advantage of those features.

Anyone that thinks FPSC V117 is not a good engine simply doesn't have the skill set required to use it beyond its out of the box capabilities and thats when you need to be part of a team to make something really special.

Marc Steene
FPSC Master
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Posted: 29th Jul 2010 00:42
Quote: "I believe you're forgetting to account for piracy. Which, unfortunately, my guess would account for 70% of said downloads. "


Didn't the creator of Anderson say he was pleased his game was being pirated (because it showed his product was worth pirating)?. Anyway, Kravenwolf made some good points. I'd consider all three examples he gave to be a commercial success.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
gendestroier
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Posted: 29th Jul 2010 02:20 Edited at: 29th Jul 2010 02:21
Quote: "Anyone that thinks FPSC V117 is not a good engine simply doesn't have the skill set required to use it beyond its out of the box capabilities and thats when you need to be part of a team to make something really special."


that's true !!

i spend 2 years making 4 phase prototipes and calling it chapters, and it was until 2007 them i stoped. but i aways had careful to the game stay with unleast the doom 3 quality by simply taking care a little bit more of my leveldesing and puting enemies in places where they look smarter tham they really were. making enemies and objects aways with the bumpcubereflectalpha.fx shader
and the umcompatible objects i aways left static and close to lights. on small room spaces, making sound zones using cutscenes and some zillions of other tricks. them i took a look in the fpsc x10 and start fiting myself with that bloom.
well my point is...
if you dedicate yourself you will make a outstanding game.

Quote: "Also, DBpro in general is slower. In order to make something really good, you would need a large team developing something in C++ or similar."

how many people ? man i'm talking about 1000 people team.

mods for creating a inteligent game,at least
The Grunge Guy
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Posted: 29th Jul 2010 02:57
I plan on making a game like the first doom thats extreamly pixely and has the same basic fundimentals.

CoffeeGrunt
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Posted: 29th Jul 2010 03:32
Quote: "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."


Nope. The 1.02 patch had a pretty sweet bloom mod if I remember rightly, so people used it for that...

Also. Pirates.

rolfy
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Posted: 29th Jul 2010 03:53 Edited at: 29th Jul 2010 04:00
Ok, you all agree that FPSC will NOT produce Fall out3 or Oblivion,some seem to think it would take a 1000 man team with 1,000,000 dollar budget to make a commercial game (I'd love to see the credits for that one)were not building the pyramids here and NEVER have I heard of that size of team working on anything, were really talking about 10-30 average.

Anderson was not the first commercially released game using FPSC. The patch if memory serves correctly was originally for the demo and is not in any way indicative of sales.

Some strange comparisons to movies as an example of commercial success, guess no one heard of Blair witch project, Dawn of the dead or the many many other low budget films that achieved phenomenal success.

If something makes a profit no matter how small then its a commercial success.

While y'all sit around bickering some little kid in a darkened basement is gonna put out a game that will strike lucky.

Its been said again and again you wont create a AAA game with FPSC, so why does it keep getting thrown up?
Sandante
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Posted: 29th Jul 2010 04:12
Quote: "Can FPSC be used to make a commercial game = YES
Is FPSC a commercial quality game engine = YES (V117)
Have commercial games been released using FPSC = YES"


Nice Nomad soul. right to the point.

Quote: "If something makes a profit no matter how small then its a commercial success."


Thats true. no doubt about that.

Plystire
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Posted: 29th Jul 2010 04:15
Quote: "Why does everybody seem to think they need to make the next Call of Duty in order to achieve well commercially?"


Maybe because they all had it set in their heads that they only need to make ONE commercially successful game to retire for life?


The one and only,


ArcGames
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Posted: 29th Jul 2010 04:20
Everyone or almost everyone whom have replied here, responded to my question thinking that I was talking about professionally made games that have the same quality and tools used by some of the big game producers such as Sony, XBox, THQ, UbiSoft, Activision, and many other big name companies when I asked about "COMMERCIAL "QUALITY", but I WAS NOT. Please let me repeat that I WAS NOT.

I think think a lot of people missed my point here, in fact, I know a lot of people missed my point here, but that is totally MY FAULT because I did not use the correct wording in my question. To me, COMMERCIAL QUALITY has nothing to do with how a game looks, plays, graphics, sounds, type of game engine, or programming language used, or anything else. To me, all COMMERCIAL QUALITY means is, "SOMETHING THAT IS FOR SALE", nothing more and nothing less. Although, that is not what most people would call COMMERCIAL QUALITY, but that is what I define it as, "SOMETHING THAT IS FOR SALE".

To me, if a game is for sale, it is "COMMERCIAL QUALITY". Now how it looks and plays, and its graphics and sounds, I would define as "PRODUCTION QUALITY". To me a game can have some really, really good "PRODUCTION QUALITY" or it can have some really, really bad "PRODUCTION QUALITY", or it can have some "PRODUCTION QUALITY" somewhere in the middle. But either way, if it is for sale it is "COMMERCIAL QUALITY" if it is not for sale then it is not "COMMERCIAL QUALITY", no matter what the PRODUCTION QUALITY is.

A better wording of my question that I should have used when asking would have been, "Has anyone ever sold any games made with FPSC X9. As that IS ALL I was asking, and nothing more. So for everyone who is arguing what is "COMMERCIAL QUALITY" and what is not, and what can or can not be done with FPSC X9 (any build), your arguments are actually completely off base for me (I said FOR ME). As my definition is completely different then yours, and I apologize for that.

Now for those of you who did provide names and links of COMMERCIAL QUALITY games ( as I have defined it above) being sold or have been sold that were made or are being made with FPSC (any build), thank you. Also, please provide more names and links if available, please?

Also, the collective efforts on "Anderson & The Legacy of Cthulhuall" and all of KravenWolf's stuff are excellent examples of PRODUCTION QUALITY (and Anderson being Commercial Quality) products, all in my opinion of course. I am sure there must be more.

So with all of that said, please base your responses on what I determined to be COMMERCIAL QUALITY, and more games please?
Errant AI
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Posted: 29th Jul 2010 05:16 Edited at: 29th Jul 2010 05:29
Quote: "were really talking about 10-30 average."


For a big-publisher, multi-platform AAA title; a team of 100-200+ and budget of 3-$7M+ is pretty realistic. The core development team (at any given time)might be only 20-50 people but the headcounts pile up once you start adding publisher-side producers, specialist contractors, test dept, marketing and infrastructure (IT, R&D, accounting, legal, etc).

I haven't the time or care to tally the full MW2 credits but it's gotta be 500 or more.

Whether they're some dude in their bedroom or a "successful" indie studio, anyone thinking they cam compete head to head with a blockbuster by making a knockoff clone is seriously delusional!

The greatest opportunity for indies is in NOT trying to compete directly. Because there are so many resources required in pulling together a AAA competitor, the big-name publishers are very unwilling to take creative risk. So, gamers get fed more or less the same stuff every year. The opportunity for indies is in creating something new and interesting.

A good game is going to be a good game no matter what. A bad game is still going to be bad no matter how polished and pretty it is. IMO, one of FPSC's greatest strengths is sadly the least of priorities for most users: the FPI scripting system! It's probably safe to estimate 80% of FPSC users have never even attempted to learn that aspect and less than 5% are fluent with it.

All that said, I'm not wanting to discourage anyone from trying to make a hit game but for goodness sake understand that you've gotta be able to bring something interesting to the table.

/rant

Quote: ". To me, COMMERCIAL QUALITY has nothing to do with how a game looks, plays, graphics, sounds, type of game engine, or programming language used, or anything else. To me, all COMMERCIAL QUALITY means is, "SOMETHING THAT IS FOR SALE", nothing more and nothing less. Although, that is not what most people would call COMMERCIAL QUALITY, but that is what I define it as, "SOMETHING THAT IS FOR SALE"."


FPSC is 100% capable of this. It's even capable solid, profitable titles in the hands of the right devs.
AmbulanceGames
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Posted: 29th Jul 2010 09:51
I think I could make a somewhat successful commercial game with FPSC...now who wants to buy me a copy? C'mon we'll go halvsies on the profit.
Shadowtroid
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Posted: 29th Jul 2010 12:50
Quote: "IMO, one of FPSC's greatest strengths is sadly the least of priorities for most users: the FPI scripting system!"


Agreed.

Marc Steene
FPSC Master
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Posted: 29th Jul 2010 12:55
Quote: "IMO, one of FPSC's greatest strengths is sadly the least of priorities for most users: the FPI scripting system! It's probably safe to estimate 80% of FPSC users have never even attempted to learn that aspect and less than 5% are fluent with it."


That's so true. Without scripting, your game will just be a standard FPS game with no "unique" factor which sets it apart from other games, which is a big blow for an indie game.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 29th Jul 2010 14:43
Quote: "useless talk lock this thread please "

I found this topic quite interesting to be honest, be a shame to lock it.

On the amount of people in a AAA games makers team, many big games makers don't actually have that big of an in house team base.
Many will outsource to China, Korea etc for a lot of the graphic art and 3d resources, so really don't need a massive team base.

On a smaller scale this is a lot like us buying model packs, custom media etc. So you really don't need 100+ man teams.

Bond1 - "I see this and think of a beach"
CoffeeGrunt
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Posted: 29th Jul 2010 15:21
Quote: "useless talk lock this thread please"


Hardly, what's more important than evaluating the abilities of the engine everyone on this board uses...well, most people use at least...

Plystire
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Posted: 29th Jul 2010 17:36
Quote: "It's probably safe to estimate 80% of FPSC users have never even attempted to learn that aspect and less than 5% are fluent with it."


And even fewer alter the source code to make their games EVEN better.


The one and only,


Marc Steene
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Posted: 29th Jul 2010 17:48
Quote: "And even fewer alter the source code to make their games EVEN better."


By this point we're talking around 0.2%-0.5%


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Wolf
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Posted: 29th Jul 2010 18:41
Its pretty flattening that my projects are mentioned in the first answer

Thanks for that!



-Wolf

God Helps the Beast in Me!
Nbt
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Posted: 29th Jul 2010 19:20
@ Plystire I think the trouble is that FPSC forums is so generous in regards to free scripts and excellent mods from people like yourself, that we get lazy.

You only have to go by the glut of "make me this for free" topics on the boards to judge the state we are in right now.

Face it with you, bond, eai, kraven, wiz id, rolfy, hockykid, flatlander................(the list is endless) giving out so much high quality stuff for free and even the stuff that's charged for is silly cheap for what we get. Add all that to the super low cost of FPSC and you can see we are spoilt rotten.

Don't get me wrong though, I totally love this forum and the members generosity, just saying it does explain why less and less are trying to do stuff for themselves I guess.

Bond1 - "I see this and think of a beach"
Ocho Geek
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Posted: 30th Jul 2010 00:00
I Don't think the documentation and community tutorials for scripting make it appealing enough for newcomers

I love Cheese; It Fills Me With Glees,
My Tastebuds it please; oh yes, i love cheese.
Wraith Staff
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Posted: 30th Jul 2010 00:41 Edited at: 8th Aug 2010 08:01
I had to go and compile a quick list of commercial FPSC games (It was bugging me ) This is from around the forums and may have errors and is more than likely incomplete

Operation Ex-Tempora
The Hunt for Osama
Stumgart
C.R.T
Outbreak
The Commander Josh Chronicles
Legacy of Cthulhu
Replicore
Cry of the Infected
Letters Kingdom
Froggy Shootout
E.L.E. (maybe vapor-ware)
Pioneering
Operation Wolfsburg
Mob Ties Tokyo (Thanks, Deltayo)
Project Fateh (New)


+ tons of bargain bin/shovel-ware titles using only stock media that don't deserve names

With the migration and the new version of PB coming out using the new source (with some Fenix Mod features being added) I know that more (better) commercial games will come out very soon! (yeah I know I'm a broken record )

Look at all the professional grade media from people like bond1, EAI and Kravenwolf. They could easily be used in "modern" commercial games. I've even seen someone on IndieDB put an EAI gun in Source and it looked better than any gun in HL2. People like them are a testament that your only limit is YOU as a developer. If a team of 6 people (let's say) with talents of some of the best texture artists, scripters, modelers and musicians (to name a few positions) sat down for two years with the migration, you bet your bums that by the end of it no one could tell it was FPSC and they'd have a sweet, current gen, commercially viable game being sold on Steam and in Walmart!

Heck, my current project (before it actually LOOKED good) was picked up by a (now dead) publisher because of its gameplay alone and now it can only get better. We even have more publishers interested now.

ploxiegens
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Posted: 30th Jul 2010 03:26
froggy shootout is free now

bad zombie!
Deltayo
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Posted: 30th Jul 2010 07:42
Quote: "There was a fairly new game about the Yakuza that was posted on the forums by someone who stumbled upon it, but I can't for the life of me find it or remember the name of it "
Could you be talking about Mob Ties Tokyo? http://www.mobtiesgame.com/MobTiesTokyo.html
Wraith Staff
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Posted: 30th Jul 2010 08:00
That's the one! Just edited my post... Thanks Deltayo!

veer
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Posted: 30th Jul 2010 13:07 Edited at: 30th Jul 2010 13:08
will you call this Commercial Quality Games

read review and comment
http://www.rockpapershotgun.com/2009/03/23/mob-ties-tokyo-demo-school-ties-more-like/
CoffeeGrunt
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Posted: 30th Jul 2010 14:08
Nbt
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Posted: 30th Jul 2010 15:20
Even though the comments on that site are mainly the negative, there are surprisingly quite a few comments from people who managed to find some good points, verging on actual enjoyment in a few cases.

Yes the game hardly looks inspiring from the screenshots and will never be GoTY, but I do find about 50% of the people who comment on the sites are more on the look out for "hey listen to me, I'm really cool when I create wonderful ways to put someone's work down" types.

I myself have many a time really loved a game (or at least enjoyed it for what it is) only to see it get slatted on so called review sites

Plystire
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Posted: 30th Jul 2010 19:30
Well, let's not try to make it sound as though ONLY FPSC games get knocked by reviewers. That's just what reviewers do, people. They're being critical and that's what critics do best.

Go listen to some Zero Punctuation and see how hard the AAA games tend to get knocked around (except Portal... nothing bad could possibly be said about Portal, aside from how short it was )


The one and only,


Wraith Staff
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Posted: 30th Jul 2010 19:31 Edited at: 30th Jul 2010 19:33
Quote: "will you call this Commercial Quality Games"


No. It's not "commercial quality", but it is a commercial game. FPSC has the potential to make "commercial quality" games but I can say with 99% certainty that 99% of FPSC users aren't treating their projects like commercial games...

I mean getting a small team together, each member with degrees in their respective fields (such as modelers, musicians, scripters, environmental and texture artists... I could go on). Making storyboards, sketches, level maps and the like beforehand. Basically a couple months of planning 9 to 5 everyday.

Spending the next two years finishing up said project (which uses all custom models, media, scripts, shaders and more. Leaving nary a sign of its FPSC origins.) Then taking the next 4 or 5 months to go into beta and knead out all the bugs and glitches. Hire trained actors (community theatre would suffice) reading off pages upon pages of storyboard (written by professionals) in a sound booth....

The process just goes on and on! That was just a look. Now, many indie developers get to cut steps out, but only by putting even more steps in! I love much of the work on these boards, but when it all boils down to it, I can't really say (off the top of my head) one game that had anything close put into it. Many board members are hobbyists playing at being pros... but since when has being a hobbyist been so shameful that you feel you must cover that up!?!

I for one consider myself half way between a hobbyist and an indie (Eh... maybe a third ) My day job is as a freelance web/graphic designer. I went to school for this. I spend most of my free time working with Physix in one way or another with my small team who, for the most part, are uneducated when it comes to the design process. We work our butts off trying to make a commercial project and let me tell you any success has been practically a fluke (Though the gameplay is really fun. It's a puzzle game not a shooter, but whatever)

We don't put anywhere near as much work as even half the popular Flash game developers (let alone the vast majority of commercially distributed game devs) out there and (at least I) work on it every day for several hours. We're still striving for a way to break back into (anyone who knows me knows the story) the commercial scene and the biggest way we've been able to do this is the fact that we've been made "special guests" along with many voice actors and writers at gaming conventions in our state... but I digress. We still have a long way before any sort of viable build

If you (or me for that matter) want to make the most out of FPSC and make commercial quality games, you need to buckle down and go by the time proven process... but by then you may as well be using UDK or Unity. (though think of how fast a small, proven studio could shell out nicely polished projects using FPSC makes you think)

[EDIT]:

I love Zero Punctuation... Didn't see your post Ply

gendestroier
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Posted: 30th Jul 2010 20:21
Quote: "IMO, one of FPSC's greatest strengths is sadly the least of priorities for most users: the FPI scripting system!"


hell yeah !!!!!

it's a pratical way to code something, it helps a lot !
without it our games woud be a little...emmm...


hummmm.....DEAD ?

by just scripting a talk for a character using the fpgcrawtext, everything can get muth better, of course a good use of that same script and also of the other tools of the fpsc can already increase the ''quality'' of your games criticaly.

mods for creating a inteligent game,at least
wizard of id
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Posted: 30th Jul 2010 21:44
Quote: "For a big-publisher, multi-platform AAA title; a team of 100-200+ and budget of 3-$7M+ is pretty realistic. The core development team (at any given time)might be only 20-50 people but the headcounts pile up once you start adding publisher-side producers, specialist contractors, test dept, marketing and infrastructure (IT, R&D, accounting, legal, etc)."


Um I would like to point out....
Halo 3, $55 million
Grand Theft Auto 4: $100 million

CoD: MW2 may have made staggering sums of money, but it wasn't cheap to make, either - not only did its development cost $40-50 million, but its marketing and launch budget was a whopping $200 million smackers.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
anayar
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Posted: 30th Jul 2010 21:57
Quote: "Many board members are hobbyists playing at being pros... "


well hey, sorry to disagree with you, but the Wright brothers were hobbyists and they were the ones that founded manned air flight. There were pros working to acheive the same thing, but not a single one of them came close.

Just goes to show... If you have a dream, and are willing to work for it, anything is possible!

Cheers,
Anayar


For KeithC
Plystire
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Posted: 31st Jul 2010 02:11
I fail to see why anyone thinks "commercial quality" simply means selling a game.

Am I the only one who understands what "quality" means? Just because the game is up for sale does not mean there is quality to be had.


The one and only,


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Posted: 31st Jul 2010 02:31 Edited at: 31st Jul 2010 02:46
@Plystire:

Exactly! That's what I meant by this:

Quote: "No. It's not "commercial quality", but it is a commercial game. FPSC has the potential to make "commercial quality" games but I can say with 99% certainty that 99% of FPSC users aren't treating their projects like commercial games... "


Just because a game is "available commercially" doesn't necessarily mean it's "commercial quality". You can sell a bucket of fish heads and it's technically "commercially available" but that certainly doesn't make it Halo3.

@anayar:

I think you're missing my point a smidge. Even though the Wright Bros. were "hobbyists" they put more work into the first flight than any of the "pros". My point was only that if you want to be considered a "pro" (if we're going to keep with the term) you have to put more effort into your project... ANY PROJECT! All I was saying was that the game industry has a tried and true (for the most part ) method and that it would be nearly impossible for 1 person to do all the work required in an A+ industry standard release (not to mention the time involved).

It seems that you need either a diverse team with professional quality skills, about 3 years to devote to the project all work day/every work day and some killer motivation OR be the most talented single developer in the world You see?

anayar
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Posted: 31st Jul 2010 03:10
Quote: "It seems that you need either a diverse team with professional quality skills, about 3 years to devote to the project all work day/every work day and some killer motivation OR be the most talented single developer in the world"


This is essentially the same thing my parents said when I started my own bussiness. I was just a man with a passion for Stock trading. Now I own a decent enough bussiness with 10 or so employees and can afford to buy my lunch without batting an eye.

My point is that it doesn't take a huge team and 2 or 3 years to make something big. It just takes a person with a dream and the willingness to make an effort at acheiving thy dream!

Cheers,
Anayar


For KeithC
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Posted: 31st Jul 2010 03:13
@anayar:

Do you run a game company?

anayar
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Posted: 31st Jul 2010 03:19
No, Stock Trading

Cheers,
Anayar


For KeithC
Nomad Soul
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Posted: 31st Jul 2010 03:26
End of the day, FPSC is a commercial game engine.

We don't use it because its there. We use it because its brilliant and only our own lack of ability stands in the way of a commercial game.

CoffeeGrunt
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Posted: 5th Aug 2010 23:20
Quote: "except Portal... nothing bad could possibly be said about Portal, aside from how short it was"


Amen.

Quote: "I love Zero Punctuation... Didn't see your post Ply"


Boingo boingo whoopsy knickers.

Quote: "Just because the game is up for sale does not mean there is quality to be had."


And that's exactly what I've been saying! Commercial "quality" increases as the games that are getting sold become more refined and better - that's how the world works guys, stuff gets outmoded - new stuff rolls in that's better than the old. Sure there's hiccups and cock-ups, but it's still steadily going forward...

Quote: "No, Stock Trading"


Ouch, must be a hard business in this eco-climate.

One thing I wanna point out is that even if you don't wanna make a commercial game - it's still good to use FPSC. It can teach you how to construct levels, the basics, etc. If I hadn't used FPSC, then UDK would have been unfathomable to me...

Quote: "End of the day, FPSC is a commercial game engine.

We don't use it because its there. We use it because its brilliant and only our own lack of ability stands in the way of a commercial game."



Quote: "End of the day, FPSC is a commercial game engine.

We don't use it because its there. We use it because its brilliant and only our own lack of ability stands in the way of a commercial game."


Commercial quality is an opinion. You can never give that concise a decision on an opinion. You can only debate.

anayar
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Posted: 6th Aug 2010 00:13
Quote: "Ouch, must be a hard business in this eco-climate."


3 words: Filed For Bankruptcy

Cheers,
Anayar


For KeithC
CoffeeGrunt
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Posted: 6th Aug 2010 03:21
Ouch, must've been hard to see your brainchild get crushed like that...

I haven't even found a job yet - it's been that hard... :/

anayar
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Posted: 6th Aug 2010 03:56
Quote: "Ouch, must've been hard to see your brainchild get crushed like that..."


Well luckily I had been developing something on the side, so it wasnt too painful

Quote: "I haven't even found a job yet - it's been that hard... :/"


Man, that must be though... What field are you in??

Cheers,
Anayar


For KeithC
Lan
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Posted: 6th Aug 2010 04:06
What about just using FPSC to build something fun for yourself. The first thing people do when they get FPSC is just see what they can make. They don't worry about selling it or distributing it because they treat it like a game itself. There is fun to be had in saying "I want to do this" and smacking down some enemies and just testing yourself. FPSC isn't just about making something for everyone else, it can also be about making something just for you. Something that no one else even gets to look at. If you're going to make a game for others, you probably aren't going to use the models that come with FPSC - you'd make your own. The ones that are included are there for your amusement. FPSC can be a game in-and-of itself, not just game-creation software. Stop considering it strictly a tool.

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