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FPSC Classic Product Chat / FPSC Design Strategies

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Durty
15
Years of Service
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Joined: 23rd Aug 2010
Location:
Posted: 29th Aug 2010 14:58
Hello All,

I'm new to FPSC, so far I've only exported a couple of minor games to familiarise my self with the software. I'm working on my first proper game now, going with a strategy of building the basic layout and structure of each levels before moving on to things such as: lighting, prop entities (furniture, vehicles etc), AI entities, audio etc.

My question to the community is - What is the best design strategy to go for?

Right now my plan is:
1. Build basic structure of all maps
2. Populate with prop entities
3. Populate with AI entities
4. Lighting
5. Audio, cut scenes and interface

If any experienced FPSC users out there have any suggestions i would appreciate it!
DarkJames
16
Years of Service
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Joined: 11th Aug 2009
Location:
Posted: 29th Aug 2010 17:51
Here am i

My design is first

-Sketch
here i base my solid idea of the map

-Basic design
Just select my media, or see what is presentable for the level im making

-Lighting
Lighting is my strong point, so i put all the hex im gonna put ina note pad, and keep it open.

-Basic Design #2
I choose the segments that will blend with the look im going for

-Starting..
I start to make the structure of the Level, guiding myself by the sketch

-Audio
I choose hte audio to hear, i hear it while im making the map, i hear lots of tracks for 2 minutes, and see what is the presentable for hte mood


-Cutscenes
I basely do them ingame, but if i need more stuff i do them at an animating program

Thats it
i take all along with a level around 20 hours (Not in the same day)

wizard of id
20
Years of Service
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Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 29th Aug 2010 17:55
It depends from user to user...some prefer to do certain things a certain way like my self.

I do 1 and 4 together and 2 3 and 5 together...So it is really what suites you best starting with 1 first of course...

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.
Bootlicker
17
Years of Service
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Joined: 29th Mar 2009
Location: Germany
Posted: 29th Aug 2010 17:58
I make up ALL of my stuff as I go along!


DarkFrost
17
Years of Service
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Joined: 3rd May 2009
Location: ON, Canada
Posted: 29th Aug 2010 19:10
Metal Devil123
17
Years of Service
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 29th Aug 2010 19:30
And this is how I do it:
-think
-create

Pretty much what Bootlicker said... I can't scetch, it just doesen't work for me. I go straight to doing the level done...

xplosys
20
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 29th Aug 2010 20:39
There is an old school process for creating a game that is quite detailed and mainly consists of writing out the entire game before you build it. You create the story, characters, weapons, entities, game play and sequence of events just as you were writing a book. When using an engine that needs a team of developers and takes years, this is necessary to keep everyone on the same sheet of music, so to speak.

Now comes FPS Creator, where one person can build and compile a level - that used to take months - in a matter of hours. We now may find that creating a lengthy and detailed plan is not so necessary. I'd say you need a basic idea and story to begin creating, but prepare as much as you like.

Brian.

"I would rather make a bad model, instead of pirate a great one"... Heltor
Bugsy
17
Years of Service
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Joined: 24th Nov 2008
Location: another place in time
Posted: 29th Aug 2010 20:59
what I do:

first, sketch a top down
then, sketch a few gameplay angle shots on what the player sees
afterward, make revisions to the sketch based on my angle drawings.
then, I put the sketch into flash on a grid, or make something for it in AutoCAD or flash. this represents it and lets me add in some small details. it also allows precision
then, I begin designing, room by room, in the FPSC editor. I do segments, and entities and lighting, all at the same time. each room can take from 3-10 hours of making, testing, fixing, and retesting to get perfect. this includes AI
placing AI is a big part of my steps. I make sure to trigger them in a way where there will not be too many AI clogging up the map, but there will still be great fights where I need there to be.
now I test again, if there are no AI pathfinding or spawn problems, I go back to editor and
place scripted events/setpieces. these can extend gameplay and make for a more enjoyable experience.
then I get all of the voice acting together, and add it via soundzones.
lastly, I add the music in, but this is long after the map is actually finished and playable

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Durty
15
Years of Service
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Joined: 23rd Aug 2010
Location:
Posted: 30th Aug 2010 15:22
Wow thanks for the response guys! I’m a bit obsessive when it comes to planning, so I think I’ll adopt a few of these recommendations. I’ve got a few more questions if any one wants to tackle them:

Optimising test level loading times -
Since I’m still learning my way around FPSC I often test sections of a level to make sure it’s working the way I’ve envisioned. But I get a bit sick of the loading times for test levels, any suggestions on how to reduce the wait? E.g. (assuming the basic structure/segmenting is built) would a map populated with entities take longer to load than a map populated with lighting?
(not sure I’ve worded that question correctly, hopefully someone can decipher it lol)

Lighting -
I’m guessing from the steps people have described that entities do not need to be placed before lighting to ensure proper shading effects?

Trigger spawning -
I’ve read a couple posts of people complaining that their game lags or crashes if they place too many AI entities in a map. Can trigger spawning AI entities in different sections alleviate this trouble?

Thanks for your help!

PS
Thats a nice looking guide Darkfrost, I'll definately have a read of that.
Bugsy
17
Years of Service
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Joined: 24th Nov 2008
Location: another place in time
Posted: 30th Aug 2010 21:59
update to V1.16 or above and too many AI isn't goign to be a problem, lag when fighting them will be. try to spawn them in small groups.

when building a test, place both entities and lighting. it helps you get a better Idea of what you're making, and in less time.

to speed up loading times, try building on quick lighting.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU

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