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FPSC Classic Product Chat / Why does fpsc only focus on lower end games?

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warstormed
User Banned
Posted: 16th Feb 2011 06:18
I have seen a lot of great stuff come from fpsc. I think that a pro quality game could be made with a few people and some work. Fpsc is capable of a lot when you have a newer system. My rig is quad core, 4gb of ram,and has a nvidea 9800 GeForce card in it. even with only 2-3 gig of ram, a slower video card, and dual cores, i can do a lot.
yet the engine is considered to be just for low end games.

Am I the only one who thinks that fpsc has potential to make a modern game?

I Am The Toxik One!
Ertlov
19
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Posted: 16th Feb 2011 09:47
No, you aren`t - but the limiting issue right now is the polycount. With Painkiller engine, I have pumped 2 millions of polys on screen on mid-range systems. With FPSC, 200k is bringing down even high end machines.

This allows for high quality INDOOR games if you make the props and segments accordingly, but an outdoor level like in UDK with 600 static and 100 Speedtrees moving dynamic, is out of the question.

IF GPU instancing finds its way to X9, this may change.

Come to where the madness is:
http://www.homegrowngames.at
crispex
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Posted: 16th Feb 2011 12:25
The only thing I ever make with FPS Creator is puzzle games. I don't really care for how cheesy the animations are on the characters, or the terrible AI. In FPS Creator's defense, it WAS introduced years ago and has had made quite a few advancements, but it's still not where it needs to be to be considered "modern."

I just now realized I've had a typo in my signature for the past 3 years.
JRH
19
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Posted: 16th Feb 2011 12:36
I think, after the next release we will have FPSC at Half Life 2 qualtiy graphics, if not better. HL2 was released one year before FPSC. Theres a lot of catching up to be done.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
Sting
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Posted: 16th Feb 2011 13:18
Yea, this was WHEN the engine was released but it took 8 years to develop the HL2 engine... hence the pricetag even today still!

I think it IS capable, but without the man power to excel the engine to new capabilities it's just a matter of a waiting game, it would be quite hard to get the manpower needed to work on the engine THAT hard with no profit at the end! People just don't have the time! However, I will hold out and know that in 2-3 years time FPSC would have come even further than what it is now!
warstormed
User Banned
Posted: 16th Feb 2011 16:09
Quote: "I think, after the next release we will have FPSC at Half Life 2 qualtiy graphics, if not better. HL2 was released one year before FPSC. Theres a lot of catching up to be done."

IMO, fpsc can do better than half life 2, but I havent played it. THe shaders are way better.

Quote: "IF GPU instancing finds its way to X9, this may change."

How hard is it to accomplish? It is implemented in X10 and some mods right? I dont use mods or X10, i started out with a low end system, and vannila is the only one running V1.18 as far as I know. It seems like we could achieve it if Lee added and reworked some of the code. But I am no scripter, modding CSS is the most advanced coding I can really do.

I Am The Toxik One!
Woolfman
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Posted: 16th Feb 2011 22:00 Edited at: 16th Feb 2011 22:01
Don't think Halflife 2. Think more Doom 3. Indoor levels with hidden spawn locations.

It is possible now to make a nice single player game that looks fantastic. But it will take a lot of work and or money to buy the models/scrips/sound/music.
Bejasc3D
17
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Posted: 16th Feb 2011 22:29
Potential lies with the creator/team/idea, not the engine.
Look at minecraft for example. Its not the most modern looking game out, but its very, very popular right now.

crispex
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Posted: 16th Feb 2011 23:38
Quote: "IMO, fpsc can do better than half life 2, but I havent played it. THe shaders are way better."


Don't knock it before you try it. Shaders are definitely NOT higher than Half-Life 2, or do I see them being so until a significant update. Half-Life 2 looks amazing to this day.

FPS Creator:



Half-Life 2 (Source Engine):



Clearly a difference. FPS Creator is coming along, though.

I just now realized I've had a typo in my signature for the past 3 years.
warstormed
User Banned
Posted: 17th Feb 2011 00:31
THe only shader that i see that is better than what fpsc can do now is the water shader. I would say that overall, HL2 is only a little better. fpsc can have shadows just as good, but it takes work. With model pack 52, shadows got a lot better.

I Am The Toxik One!
Flatlander
FPSC Tool Maker
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Posted: 17th Feb 2011 01:20
To answer your question. Maybe because of the cost and availability of FPSC? It is very low priced and it is easy to get. Unlike "Source Engine" from the makers of Half-Life. The following is from their website:

Quote: "As a Source licensee, you’re given full access to a range of contacts and resources, including special conferences, intensive Q&A sessions with Valve developers, a private licensees’ wiki, and e-mail list membership.

Pricing
Valve technology offers the most advanced features, tools, and support at extremely competitive prices.
Discussed under NDA.

Contact
[email protected]"


I searched and searched for a price and how to get "Source." They make it very difficult and if they cannot state a price then it is probably very expensive.

If you don't like FPSC then get Source and use that.
warstormed
User Banned
Posted: 17th Feb 2011 01:22
Quote: "If you don't like FPSC then get Source and use that. "

I like the fpsc source. My problem isn't with the engine, it is what people think about the engine. It has a lot more power than it is given credit for.

I Am The Toxik One!
Flatlander
FPSC Tool Maker
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Posted: 17th Feb 2011 02:36
@warstormed,

I [bwasn't[/b] referring to you just those who complain about FPSC not having the bang for the buck.

Sorry if I offended you.
warstormed
User Banned
Posted: 17th Feb 2011 02:37
Quote: "Sorry if I offended you. "

nah, just confused me. its all good.

I Am The Toxik One!
AJ Schaeffer
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Posted: 17th Feb 2011 02:48
Source engine runs wayyy better - just syaing.

Making someone's day a little better because of one of my models means a lot to me.
crispex
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Posted: 17th Feb 2011 04:11
Source Engine is more developed. Believe it or not, since TGC make it easier and eliminate the majority of the work load, most FPSC games are poorly optimized. I myself have worked with Source, and the shame is it's entirely C++, which is not one of my most liked languages. I DO wish FPSC had a better map editor. I make Source Engine maps for Garry's Mod all the time, and I know the tricks of the trade, but the shame is that it's not that easy to get those types of maps imported into FPSC. Source Engine is very well optimized and has a great amount of shaders and textures, but the problem is it's expensive to use for commercial games. Valve prices games depending on how much of their content is used in the games.

I just now realized I've had a typo in my signature for the past 3 years.
warstormed
User Banned
Posted: 17th Feb 2011 04:15
Quote: "Valve prices games depending on how much of their content is used in the games."

wow...that sux. Im going to try out X10, but i dont think it will be much better, if not worse.

I Am The Toxik One!
Payam
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Posted: 17th Feb 2011 16:52
Quote: "FPS Creator:

Half-Life 2 (Source Engine):
"

Why don't you comparison FPSC from Crysis 2???
FPSC:
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=2161117
Crysis 2:


Actually when you just comparison a AAA game by Cryengine3 with a by a low budget game with FPSCX9 you see just a little difference.
And be sure if you spend the budget like Valve you'll get a better quality with FPSC.
There are just 2 problem with fpsc and they are 1.the limit space 2.low fps.
So with the budget I said you can even change the codes of FPSC to get a larger space and a better frame rate.
I know if you use some other engines you might get a better result but for that result you have to spend more.
For example you can buy Unity 3d with 1500$ but you don't need dark shader or another software like that but still 1500$ is too much because you might spend 500$ on other software while using FPSC and the price you have to spend is less than 600$ and it means you saved 900$ and you lost better FPS,Unlimited space,full train supporting and rigid-body.
So if you're game doesn't need those features you can save 600$.

One thing is important is you have to see what features your game needs then buy the right game engine,not seeing what features your game engine has then make a game suitable with those features

Have our guns was a mistake!!!

I am PaYaM
Ertlov
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Posted: 17th Feb 2011 19:08
If you stick to something between small and medium indoor or closed environment layouts and invest OVERWHELMING effort, time, talent and / or money into your assets, you can beat the hell out of any commercial game on the market. Something like Penumbra, Amnesia, CoC, ALone in the Dark can be made in highest quality using FPSC.

But even with FPSC, in the end of the day its \"No pain - no gain!\"

Come to where the madness is:
http://www.homegrowngames.at
Wolf
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Posted: 17th Feb 2011 19:27 Edited at: 17th Feb 2011 19:29
Ertlov is right... FPSC came a long way and is a very potent Indoor Game Engine.

Some Shadereffects, basic knowledge of arts and FPI Scripting language allow you to ...do pretty much whatever you want. This is a random screenshot from my project.




Keep in mind that some indie (me =P) made this on his home PC and not a bunch of well payed gamedesigners in an excellent equipped studio.



-Wolf

God Helps the Beast in Me!
Wolf
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Posted: 17th Feb 2011 19:31 Edited at: 17th Feb 2011 19:35
Sorry for the doublepost....but the forum software does not allow uploading multiple images.

Attached is a pretty decent outdoor map made in FPSC by fpscreator.eu member Gets


Quote: "
Source Engine is more developed. Believe it or not, since TGC make it easier and eliminate the majority of the work load, most FPSC games are poorly optimized. I myself have worked with Source, and the shame is it's entirely C++, which is not one of my most liked languages. I DO wish FPSC had a better map editor. I make Source Engine maps for Garry's Mod all the time, and I know the tricks of the trade, but the shame is that it's not that easy to get those types of maps imported into FPSC. Source Engine is very well optimized and has a great amount of shaders and textures, but the problem is it's expensive to use for commercial games. Valve prices games depending on how much of their content is used in the games."


Source Engine is far better...without question.
But for 3D Artist's like me, that can't even write "Hello World" in Dark Basic, FPSC is the right tool.



-Wolf

God Helps the Beast in Me!
RelMayer
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Posted: 17th Feb 2011 19:45 Edited at: 17th Feb 2011 19:47
The three big problems with FPS Creator are:

The grid-based level editing, which is definately un-accurate
These damn collision problems, which have still not been fixed since 2006
The strange optimization, which prevents us from doing what we really want


You still have not corrected these major weaknesses...



C'mon Lee, why do not you'll focus on that for the further updates ?

Please apologize my bad english, I'm French.

ELDORA Rocks !
Ertlov
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Posted: 17th Feb 2011 19:56
Quote: "Some Shadereffects, basic knowledge of arts and FPI Scripting language allow you to ...do pretty much whatever you want. This is a random screenshot from my project.




"


Erm, I hope this isn`t your entry for the scariest game or I got to delete mine...

Great, great work.

Come to where the madness is:
http://www.homegrowngames.at
Wolf
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Posted: 17th Feb 2011 20:00
Quote: "The grid-based level editing, which is definately un-accurate"


Why does everyone pick on the Leveleditor? Its the only one I really enjoy using, and it IS accurate. Just learn how to use it...

@Ertlov: no, thats Relict... but thanks



-Wolf

God Helps the Beast in Me!
RelMayer
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Posted: 17th Feb 2011 20:15
A door in the middle of a room needs to use a 3x3 sized room, it's a little too large imho.

Please apologize my bad english, I'm French.

ELDORA Rocks !
Ertlov
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Posted: 17th Feb 2011 20:15
The level editor IS great. To be hones, if you have worked with Source, Unreal, Painkiller, Cry e.t.c. you love coming back to FPSC. and noone forses you to use square 100x100x100 segments...

Come to where the madness is:
http://www.homegrowngames.at
cloudwalker
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Posted: 17th Feb 2011 21:09
Wow, your game looks great Wolf!!!
Payam
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Posted: 17th Feb 2011 21:39
@crispex,Oh I forgot to say that's not Half-Life 2 but Half-Life 2 Episode 1.
Here is a screenshot from HL2:


Have our guns was a mistake!!!

I am PaYaM
Doomster
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Posted: 17th Feb 2011 21:51 Edited at: 17th Feb 2011 21:56
Quote: "needs to use a 3x3 sized room"

Erm...no, you can easily change the door position offset to create a door that's centered in a 2x2 room, create doors with custom sizes, etc.

-Doomster

That Guy John
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Posted: 17th Feb 2011 22:09
As far as "visual quality", I am finding, speaking for myself of course, that making sure your textures themselves are of good quality before shaders or anything come into play makes a big difference.
Plystire
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Posted: 17th Feb 2011 23:25 Edited at: 17th Feb 2011 23:31
Well, after reading through all of the posts it seems to me that so many people are looking at this the wrong way. Everyone is comparing graphics, comparing shader technology, comparing looks of one engine to the looks of FPSC.

It is not the looks that makes a great game. If you think graphics are what sell a game, you are dead wrong.

Minecraft has sold well over 1,000,000 copies and it's not even out of beta yet. At the current pricetag that's well over $20 million revenue for an indie game. Does the game look good? No. Does the game have shaders? No. Does the game run on the latest "next-gen" engine? No. Does the game even have an official map editor? No. Why does it sell so well then? Because it's carrying a niche that millions of gamers enjoyed that no other game was offering at the time.

Magicka earned Indie Game of the Year as a school project, not even at demo status. Does the game look good? Sure. Does it have shaders? Most likely. Does it even remotely compare to AAA graphics standards? Not even close. Why did it harbor so much attention then? Because it's carrying a niche that millions of gamers enjoy that no other game was offering in that great of detail or finesse.

It is this "niche" that makes a game great. You find a niche that makes for a lot of fun and you cover it like no body else has. If your "niche" is to make a great looking game, you're shooting yourself in the foot because SO IS EVERYONE ELSE, and it becomes that much harder for your game to become noticed.

Come on, guys, why is it so hard to see that games are about having FUN and only the FUN games get the attention and recognition of millions of gamers. If you're not aiming for the fun-factor, then you're not aiming in the right direction.


If my answer to the question was lost somewhere in my rant, here it is summarized: "FPSC doesn't offer a niche for gamers to enjoy, because no body can see the tree through the forest. There are thousands of FPSC games already, and there isn't much that seperates them from one another. Sure you have those games that look and feel better than others, but at the core they're all the same."

That being said, FPSC is a great way for many different specialists of the game development spectrum to flex their stuff and see their work in action with as little work as possible. If I were a modeller or sound/music composer, I wouldn't want to make my own engine or jump hoops through a "next-gen" engine just to see/hear my work in a game. Simplicity of development is where FPSC shines.


Quote: "Why does fpsc only focus on lower end games?"


Not everyone aims to make a low-end game with FPSC. It's just easier to aim for the lower-end because not everyone has the time or talent to brush up the visual appeal of an FPSC game.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Sting
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Posted: 17th Feb 2011 23:34
Quote: "The level editor IS great. To be hones, if you have worked with Source, Unreal, Painkiller, Cry e.t.c. you love coming back to FPSC. and noone forses you to use square 100x100x100 segments..."


Sorry Ertlov I have to disagree.

GTKRadient being the prime example was and is still one of the best map editors around... it enabled developers to create massive levels with pin-point accuracy and it was flawlessly efficient and that's an OLD editor!

Hammer for Source I would describe just as I did GTKRadient!

HOWEVER, I wouldn't put down the level editor in FPSC I think it's a rather fluid, systematic (which is always good for the newbs) editor and can you can place objects with precision just have to trial and error with most things!

Btw, Wolf... that second screeny looks sexier than my girlfriend lol
That Guy John
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Posted: 17th Feb 2011 23:44
Plystire hit the nail right on the head.
Graphics don't make the game, but that doesn't mean you shouldn't try. Just don't be so focused on it.
crispex
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Posted: 18th Feb 2011 01:19
That's true that graphics don't make a game, can't dispute that. However, I've noticed that most FPS Creator users stick to generic unoriginal games, and on top of meh graphics, that doesn't really look to good for FPS Creator. There are a few members who can go above and beyond and make amazing work, but those ones you can find a BOTB image in their profile. Again, what turns me off on FPS Creator, is it's so seemingly easy to use, it appeals to people who want to make zombie / WWII shooters. These things have been DONE to death. I keep going on about originality, and people probably think I'm being rude, but I'm so tired of seeing the same games.

Standard story: "Generic Name is part of an elite group of killers who have the duty of finding missiles the Russians are using against the world."

Standard story: "Due to an infectious disease, people have turned into zombies. You must kill them all to preserve yourself from getting infected."

You see where I'm going? The lack of originality really makes people dislike FPS Creator. I understand as kids we all wanted to make games like the ones we played, but most of the user base has been here for years, and is STILL producing generic games.

Quote: "@crispex,Oh I forgot to say that's not Half-Life 2 but Half-Life 2 Episode 1."


It's still the same engine. Source is constantly upgrading, it's still used today by Valve. Let's face it, FPS Creator still has the same old issues you have seen since 2005. You STILL fall through the floor, you STILL have terrible collision, and the physics engine is terribly outdated. I do appreciate the effort of the community, though, for making it more expandable.

I just now realized I've had a typo in my signature for the past 3 years.
Thraxas
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Posted: 18th Feb 2011 01:42
Quote: " I understand as kids we all wanted to make games like the ones we played, but most of the user base has been here for years, and is STILL producing generic games."


Or they've been here for years, produced nothing, and then complain about what other's have made.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Woolfman
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Posted: 18th Feb 2011 02:41
Quote: "Or they've been here for years, produced nothing, and then complain about what other's have made.
"

That was actually really funny. My rib is hurting from that one.
That Guy John
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Posted: 18th Feb 2011 02:47
Quote: "it appeals to people who want to make zombie / WWII shooters"

Quote: "DONE to death"


I couldn't agree more, but I cannot tell you how many countless hours I have sat and watched my buddies kids and neighbor kids sit and play those zombie levels in COD: Black Ops (or whichever game it is, one of those).

My buddies kids will even stand behind me while I'm working on a map or render of a character I am working on and ask "Where's all the zombies?"...
After an instant *facepalm* and a sec for me to regroup I kick them out of the room. lol
In order to get them to spend longer than 10 minutes on a level I test, it's always "you need more zombies.."
Does it have to do with age groups? I would put money on it, that is the most influencial part of it. Creator side and end-user side.

I think un-lockable zombie levels as a bonus is where it should end though. Just for the, hey I wanna shoot stuff while I wait to go to school moments.
OutdoorGamer
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Posted: 18th Feb 2011 03:08
I have to agree with That Guy John, I mean why do you think that Black Ops developers made a new map just for zombies... cause it sells.

crispex
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Posted: 18th Feb 2011 03:17
Quote: "Or they've been here for years, produced nothing, and then complain about what other's have made."


If you're referencing to me, I've done work with FPS Creator, and continue to do so. Just because I don't post it on the forums doesn't mean nothing is getting done. I've been working on many projects with other engines too. In respect to those who do post, I can say at least they try. I'm not stripping credit from those who try. There are some that have created great games, with generic ideas. It's all about how you present them. Standardly a game made in FPS Creator consists of many long hallways, and large rooms with few entities. I'm not being arrogant saying that I have the most original ideas, or stating that my level designs are some how superior, I'm simply making observations based on what's posted. And in all honesty, your comment was uncalled for. But I'm not prepared to have a flame war, as this discussion hasn't gotten out of hand.

I just now realized I've had a typo in my signature for the past 3 years.
Wolf
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Posted: 18th Feb 2011 04:30
@crispex: Guess what...I agree with you!

With FPSC (and every other engine) you can make you're own game. Tell you're own story and get in what ever you want...kinda like writing a book or painting a picture.

I don't see why there are so many people who just copy or rip off other games. If someone does not have an idea of his own, why does he even bother starting a project? Why do so many people focus more on playing "game studio" on the internet instead of focusing on the actual game?



-Wolf

God Helps the Beast in Me!
Thraxas
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Posted: 18th Feb 2011 05:12
Quote: "If someone does not have an idea of his own, why does he even bother starting a project? "


To see if they can. To learn how to do something, just because someone else has made it before doesn't mean you can to. To make the engine do things that other people say isn't possible in the engine.

No on has unique ideas anymore. Most new games take existing ideas and refine them further. Most stories follow the same basic framework. It's just the way they're presented that's different.

Why do people HAVE to create something new and unique to be able to start a project? Not everyone has great ideas, but they like to create, so they use an existing idea. There's nothing wrong with that.

According to some on this forum, the Call of Duty series is rubbish, unoriginal and brings nothing new to the genre. If AAA titles that make millions of dollars are generic, why should individuals who don't have those kind of resources be expected to do more? People make zombie games here, because there are zombie model packs. The stories are generic because the people here are not writers, nor should they be expected to be.

Quote: "Why do so many people focus more on playing "game studio" on the internet instead of focusing on the actual game?"


This I agree with.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Plystire
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Posted: 18th Feb 2011 05:50 Edited at: 18th Feb 2011 05:54
I agree that it's great fun to create something, or recreate something just for giggles, or to recreate something to help you learn. My problem is when people start up with the comparisons, as though this is some form of competition between FPSC and.... Source, or whatever. Stop comparing FPSC to something that it's not! If you want a Source quality engine, go use Source. I won't hate you for it, and I'm sure no one else will either! FPSC is trying to be FPSC and nothing else and for you to compare it to anything else is just insulting FPSC because you don't understand. Lee is updating FPSC so that people can make better games, not so it can compete with another engine. Jeez!

Quote: "Why do so many people focus more on playing "game studio" on the internet instead of focusing on the actual game?"


Because they're trying too hard to be taken seriously around people who have had more experience making games than them. These people are usually still in school and still have the school mindset and want to fit in. What they don't understand is that you don't have to make up some kind of game studio name as your forum name in order to fit in... just be here, talk with people, and don't be a jerk. That's all there is to it.
For those who named themselves a "studio name" and actually are part of a studio, that's even more ludicrous! You aren't the studio, you are part of that studio. Name yourself normally and put the studio in your signature.


[EDIT]

Just in case I'm sounding like I'm trying to diss FPSC for not being able to make original games, I'm not. My last rant on what makes a game "viral" was for those people who wanted to make a game that sold well without a giant team behind them, not for the people who just enjoy making games. Okay -- carry on.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
BlackFox
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Posted: 18th Feb 2011 06:50 Edited at: 24th Feb 2011 21:45
.

- BlackFox

Ertlov
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Location: Austria
Posted: 18th Feb 2011 11:52
Quote: "the people here are not writers, nor should they be expected to be."


I know at least 3 community members who are writing for a living. And this is also reflected in their work.

Quote: " These people are usually still in school and still have the school mindset and want to fit in. What they don't understand is that you don't have to make up some kind of game studio name as your forum name in order to fit in... just be here, talk with people, and don't be a jerk"


Could we ad that to the forum rules? PLEASE! 100% agree!

Quote: "My last rant on what makes a game "viral" was for those people who wanted to make a game that sold well without a giant team behind them,"


yeah, and you were perfectly right on that. However, we are drifting more and more off-topic. The question was why people don`t make more games that look like the latest eye-candy-flooded EA stuff. If you reduce it to the question, the answer is pretty simple:

1. FPSC doesn`t support that out-of-the-box. If you want highest visual quality, you have a lot of work to do. There is no "cry 3 Tree Forest demo level", no "UDK ToD Ancent Temple Map" with all the fancy assets to play aorund with. If you want eye-candy, do it yourself.

2. To do that, most people lack the time, knowledge, experience, tools or talent.

Quote: "Sorry Ertlov I have to disagree.

GTKRadient being the prime example was and is still one of the best map editors around... it enabled developers to create massive levels with pin-point accuracy and it was flawlessly efficient and that's an OLD editor!"


Guess what, I did commercial work with GTK as it was the mandatory tool for some companies producing Iphone Games. For Layout / architecture / Gemoetry it`s great, but it`s NOT an all-in-one Game Engine Packet like FPSC or UDK.

Quote: "With FPSC (and every other engine) you can make you're own game. Tell you're own story and get in what ever you want...kinda like writing a book or painting a picture."


That`s it. Perfectly. AndI find the comparsion with a painting interesting when it comes from you. I`ve sometimes asked myself why your games look always better than mine (I have no problem in admitting that) allthough I`ve been working now in games business for almsot 8 years. The point is, you are an artist, your approach is artistic. Every single piece of your work in the WIP or Showcase reflects that. You design and create untill you are satisfied, and as an artist this level is very high.

In the beginning with FPSC (including Anderson) I gamedesigned and leveldesigned something that worked with the basic storyline. All the people who claimed that the visuals were thrown together and the gameplay sucked on several points, were right. The game was vehicle for the story.

Later on, I tried to work out something that looks acceptable while working with the intended gameplay and of course telling the story. Sleeper Agent (which made it at least to some beta testing) was a good example.

Now I try to make something that looks "believable" in terms of Design, good in terms of technical quality while putting gameplay and atmosphere over all and still carrying the games story. that`s a methodological approach and I hope it works. but it`s not "Art" per se.

I´m pretty sure I could make a game that has more motivating gameplay and addiction potential than yours. I for sure can sell a game better if we would both put up a game on steam or smth like that. Hell, that was my job, and I was pretty good at it. I guess I could perhaps come up with modells with higher polycount, more sophiscated shaders, perhaps even better textures.
But in the end, if you try to look at the game as a piece of art, I`ll allways have to step behind and bow.

This is not a boot-licking, simply a fact that I`ve accepted because if I don`t accept that other people have other strenghts and in many fields mroe skills than me, I´d become insane. And it leads directly to the point I want to make.

FPSC USER, WHAT DO YOU WANT TO DO?

1. If you want to make something that looks fancy and provokes "AWESOME!!!!" posts every time you post a new screenshot, you will have to invest a lot of work on the assets, and you have to master other tools than FPSC, too.

2. If you want to create something that has a very good and motivating gameplay, you can do that out of the box with the latest updates installed.

Almost ALL people here don`t make a living out of the work they do with FPSC. You don`t have endless time and money. And aiming for something that is fun to play while looking outdated is easier than creating an eye-candy bomb.

Creating an eye-candy bomb that has very good gameplay and the full lenghts of a modern game created by a studio of 50+ people in two or three years is not totally out of the question, but a pretty insane task.

Come to where the madness is:
http://www.homegrowngames.at
Ched80
15
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 18th Feb 2011 12:13
Going back to the original question I also believe FPSC does have the capability to produce high-end, commercially successful games. As Plystire says; the most popular games are those that have a unique, fun game mechanic that cannot be experienced with any other game. The unique experience can be generated using ANY engine (consider Tick-Tack-Toe) and it's only limited by your imagination.

Sure FPSC produces loads of "Attack of the killer zombie terrorists" clones, but when the software only costs £20 - £40 are we really suprised?

And is it really a problem?

If people are enjoying making a generic FPS game and calling it their own then fantastic! The world will be a better place with more game creators living in it.

In my opinion; if FPSC inspires someones interest in game development who eventually takes it further then I would consider FPSC to be very successful.

I used SEUCK [Shoot-em-up Construction Kit] in my youth and, despite creating loads of R-Type clones, I loved it. Now i'm basically using FPSCK and still loving it.

I guess my points are - what's the problem with creating low-end games when i) it doesn't cost a lot and ii) you end up learning tons of stuff about game creation?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
crispex
19
Years of Service
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Joined: 22nd Jun 2007
Location:
Posted: 18th Feb 2011 12:35
Well, it follows the principle that everyone wants to have then next best company. Everyone wants to play CEO, and make millions off of their ideas, the shame is, most people really haven't got any. I'm going to tell it from my end, when it comes to games, I haven't got any real original ideas myself. I've been writing and revising a novel in the past few months, but I personally haven't even attempted to write games yet. I've written scripts for small films, but again, not games. I know, hypocritical, right? Not really. GameSpot, IGN, etc. reviewers never write game storylines, and yet they are critical of unoriginal storylines.

But as stated, the thing with games that use these ideas, they sell. I noticed there is generally little to be desired in games produced nowadays. However, if you can take a generic idea and make it into a decent game, than you at least can say you did that, and tried to bring out original ideas in completing it. For example, Just Cause 2. The idea of a powerful man oppressing the people isn't the most original, yet the gameplay is so awesomely ridiculous, you can't help but to have fun in the game. Attaching people to jets is fun.

Again, the idea I'm simply trying to stress is FPS Creator could really get well known if people can simply quit worrying about trying to make the next Call of Duty, and attempt to produce a decent game with an original storyline. There are plenty of undiscovered ideas, people would rather focus on other things such as visual effects.

I just now realized I've had a typo in my signature for the past 3 years.
raymondlee306
16
Years of Service
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Joined: 24th Oct 2009
Location: Ohio
Posted: 19th Feb 2011 01:56
I think maybe we should have a "team request" board by itself. I know it would get cluttered and ugly very quickly but maybe with rules like the WIP board it could be viable. This way people who are analytical like myself, but can't write a lick could team up with a writer and maybe a texture artists. I have a lot of ideas that I would like to work on with some help, but don't know where to assemble a team at. Just a thought.
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 19th Feb 2011 03:13
There used to be a team request board but it was all sorts of atrocious. It became too hard to moderate and was removed.

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
That Guy John
16
Years of Service
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Joined: 30th Apr 2010
Location: United States
Posted: 19th Feb 2011 03:18
Quote: "There used to be a team request board but it was all sorts of atrocious"

They could always make that board pay per thread, where you would have to pay in order to post a request, that would certainly cut down on pre-mature team requests.

Thaxas,
Quote: "A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune. "

Say whaaaaat?
Oh and your avatar reminds of someone, is it a depiction of you?
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 19th Feb 2011 05:05
Quote: "They could always make that board pay per thread, where you would have to pay in order to post a request, that would certainly cut down on pre-mature team requests.
"


People already think TGC is too expensive, having a pay for board would probably make their heads explode in rage!

Quote: "Say whaaaaat?
Oh and your avatar reminds of someone, is it a depiction of you?"


Sig taken from this thread.

It's funny how many times I've been asked if I am the person in my avatar. No it's not me. If you wanted to take the time to search the forum you would find a picture of me somewhere. The avatar is taken from the cover of a book called 'Thraxas & the Elvish Isles'. A great series of comedy/fantasy books that any self respecting nerd should read. (I did not write the books, before that is asked again )

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.

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