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

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crispex
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Posted: 19th Feb 2011 05:36
Quote: "People already think TGC is too expensive, having a pay for board would probably make their heads explode in rage!"


I wouldn't say too expensive, moderately priced is what I was thinking. You're getting quality software, however I was complaining before about their delivery methods.

As for your avatar, I never knew that, and if I remember correctly I insulted you about it in an email. I don't know why, just looks like someone sitting there thinking.

I just now realized I've had a typo in my signature for the past 3 years.
BlackFox
FPSC Master
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Posted: 19th Feb 2011 05:38
Quote: "The avatar is taken from the cover of a book called 'Thraxas & the Elvish Isles'."


Thraxas at War was good.

- BlackFox

Thraxas
Retired Moderator
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Posted: 19th Feb 2011 05:59
Quote: "Thraxas at War was good."


I'm sad that due to crazy publishers this series will never have a 'proper' ending...

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
xilith117
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Posted: 19th Feb 2011 06:37
Quote: ""A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune. ""

lol, that theme-song rules. in my opinion, what makes a game look great (for the most part) is the textures. bad textures = bad looking game. good textures = good looking game. yeah, the physics and animations are important to but don't give a whole lot to the general beauty/realisticness (not a word) of the games. just a thought.

Benjamin
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Posted: 19th Feb 2011 07:36
Quote: "IMO, fpsc can do better than half life 2, but I havent played it. THe shaders are way better.
"


One of the most ridiculous comments on these boards. How can you even begin to judge an engine by what shaders it ships with? Besides, Source is far faster, very stable, and supports environments of any kind. You can't really say FPSC can do better because "it has way better shaders".



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That Guy John
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Posted: 19th Feb 2011 07:59
You know what my simplified conclusion is.

FPSC will never do anything.. on it's own. It's the person using it, that will or will not create something / determine what kind of quality.

Quote: "any self respecting nerd should read"

Is there a downloadable audio version? Ha! Okay, time for me to shut up now.
Flatlander
FPSC Tool Maker
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Posted: 19th Feb 2011 19:28
What is amazing to me is that so many are focusing on wanting the graphics of the current AAA's. And then I read about a game called MineCraft. I looked at the game and the first impression is "Wow the graphics not very good." But then I remember how this is one of the hottest games out there now. It was created by an Indie and it is making a nice income for him right now.

So, is it the graphics? No, apparently not. It is the person who creates a fun and challenging game. However, with FPSC we can have even better graphics than minecraft.
Wolf
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Posted: 20th Feb 2011 05:52
Quote: "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."


Thats very flattering! Thank you!


Quote: "In the beginning with FPSC (including Anderson) I gamedesigned and leveldesigned something that worked with the basic storyline."


I remember telling you something like "you're level design sucks" back in the days on the old german board Well...I wasn't really better than you these days .
Quote: "
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."


That's a slight contradiction: Athmosphere is part of the artistic approach: Its the "teamwork" of leveldesign, sound and story. However, I believe that a methodical approach is far more productive as it has a certain, steady workflow, while artists tend to work more... chaotic and less fast.

Quote: "I´m pretty sure I could make a game that has more motivating gameplay and addiction potential than yours."


I experimented a lot with gameplay and interactive environement. The attached image shows the startroom of my current project, as you can see, there are a lot of interactive tasks in it

We'll see who's gameplay is more interesting

Quote: "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"


Without question

Quote: "I could perhaps come up with modells with higher polycount"
For sure, but higher polycount is an unadvisable thing to do. All I can model is a chair

Quote: "more sophiscated shaders"

Yes... I have to admit that I use tweaked shaders from Bond1, so no credits goes to me on these.

Quote: "perhaps even better textures."


I doubt that

Quote: "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. "


thank you! Perhaps we create a videogame together sometime in the future that combines our skills and rules the market.

*********************************

A lot of people on these forums are coder's, not artists..this means that a lot of people take visuals as the least important thing in a videogame... but I have to disagree.

I don't see videogames in the same way I saw them in the past where I had fun playing jump and runs on my Playstation 1.
Videogames have grown and evolved to a whole new level. It is a completely different medium. A good videogame, to me, tells a deep detailed story, combining interesting characters, stunning (or simply suiting) visuals, bonding and fascinating gameplay and intense athmosphere.
There are a lot of videogames that are far more vivid and believable than some movies.
To me, the artistic parts are as important as the technical parts.
Gameplay is something in between as it requires creativity aswell.

I guess the geeks will disagree to this point of view though



-Wolf

God Helps the Beast in Me!
BlackFox
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Posted: 20th Feb 2011 06:08 Edited at: 24th Feb 2011 21:46
..

- BlackFox

Teabone
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Posted: 21st Feb 2011 08:00
I really enjoyed reading this thread. I've been around for many years working with FPSC and have produced very little. Whenever I think to create a game in FPSC I reference much older games for inspiration. FPS games on the PlayStation 1 like Metal of Honor is one.

The only thing I ever created in FPSC that actually got some good attention was a project I did for a museum. I recreated their museum and made their museum virtually and interactive in FPSC. It had images of all their artifacts and the viewers could walk up to these pictures and learn more about them (with poor text quality). Removed all references to guns in that export. Did however have a security guard walking around :p

Last year, I had shown a graphic design professor that museum project and she was able to pin point exactly what engine I used based off of the textured segments. She goes "FPS Creator...nice". It was from that moment i realized something and why I was finding it hard to make games in FPSC. FPSC is very recognizable. I find that once people identify what you used to make a game, there is the possibility of a loss of interest in it. If we want to create anything unique and new, we shouldn't look into making it play faster or look better... I think what we need to do is simply make it unique and different.
Metal Devil123
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Posted: 21st Feb 2011 16:38
Quote: "IMO, fpsc can do better than half life 2, but I havent played it. THe shaders are way better."

Visually, maby... if you work really hard and then the indoor screens. But the gameplay mechanics, I don't think are yet just enough to do that... Just my opinion thou! and comparing to Crysis, FPSC isn't near Crysis and I don't believe it will in a while. Altho I didn't dig Crysis's gameplay all that much, I think it was made only for eye candy. And it succeeds on the eye candy part!

Ertlov
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Posted: 21st Feb 2011 20:43
Quote: "I remember telling you something like "you're level design sucks" back in the days on the old german board Well...I wasn't really better than you these days ."


True on both

Quote: "We'll see who's gameplay is more interesting "


I said "I COULD", right now I have no doubt yours is better as I focussed more on atmosphere for the horror contest. But I have some nice puzzle surprises there



Quote: "Perhaps we create a videogame together sometime in the future that combines our skills and rules the market"


Thought about that several times, honestly. Wait - didn`t I offer you the level design job when hiring the team for Painkiller ?! It was either you or rolfy, but I remember to try desperately to get one of you two on board.

Quote: "A good videogame, to me, tells a deep detailed story, combining interesting characters, stunning (or simply suiting) visuals, bonding and fascinating gameplay and intense athmosphere."


100% agree.

And now let`s meet on the bloody battlefield of gamedesign.

Come to where the madness is:
http://www.homegrowngames.at
Wraith Staff
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Posted: 23rd Feb 2011 07:32
@Wolf:

Quote: "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..."


I bet you could make an awesome tutorial video

uzi idiot
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Posted: 23rd Feb 2011 09:32
Quote: "Wait - didn`t I offer you the level design job when hiring the team for Painkiller ?!"

wait, what?
You worked on PAINKILLER!?
I LOVE that game!

good frame rates matter... and a low ping might help XD
Ertlov
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Posted: 23rd Feb 2011 14:18
Quote: "You worked on PAINKILLER!?"


Unfortunately not on the first one.

Here`s the track record

http://www.mobygames.com/developer/sheet/view/developerId,224728/

Come to where the madness is:
http://www.homegrowngames.at
Wolf
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Posted: 23rd Feb 2011 16:55
Quote: "Wait - didn`t I offer you the level design job when hiring the team for Painkiller ?!"


No ..to make absolutely sure, I've been checking my Mail account.

Quote: "Here`s the track record "


Impressive!



-Wolf

God Helps the Beast in Me!
Errant AI
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Posted: 23rd Feb 2011 17:40
Quote: "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."


Yes and no...

This was a pet peeve of mine as well and while the offset method works fine for the player, AI (DAI) can't navigate through such doors correctly and will walk through the center of the wall (clipping through) due to how the path-finding system works.

Quote: "There used to be a team request board but it was all sorts of atrocious. It became too hard to moderate and was removed."


In a round-about way there is still a team request board... if you think about it. The W.I.P. board.

I've seen plenty of games where the dev demonstrates the potential of their project by meeting the WIP post rules and all sorts of people pile on to assist with the dev. process. There are plenty of forum members eager to chip in on a project that piques their interest if the main dev. looks committed but most straight-up team requests are rubbish because they usually amount to nothing more than "I have an awesome idea I'm gonna get rich off of but I need people to make it for me for free because I'm too lazy to learn and I should get 100% credit for this awesome idea I ripped off from last year's blockbuster AAA hit!". It's no surprise there isn't a TR board anymore.
Ertlov
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Posted: 23rd Feb 2011 17:48 Edited at: 23rd Feb 2011 17:52
Quote: " because they usually amount to nothing more than "I have an awesome idea I'm gonna get rich off of but I need people to make it for me for free because I'm too lazy to learn and I should get 100% credit for this awesome idea I ripped off from last year's blockbuster AAA hit!"."


Sarcastic but true.

However I would IMMEDIATELY hire YOU for modelling, rigging, animating.

And Wolf for texturing and either level or gamedesign. I`d take over the other of those 2 parts, because I guess if we would share the same field we`d kill each other within less than a month.

And no, this is no empty trashtalk, I`m about to get a new commercial project running into FULL production state soon, so it could be you find a mail with proposal details in your box soon.

Come to where the madness is:
http://www.homegrowngames.at
mgarand
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Posted: 23rd Feb 2011 18:06
I love FPSC, i have used other engines like UDK, but i tend to stay with FPSC. Like many others said, you can't compare fpsc with the newest engines. Although you can do so much with FPSC if you are creative and have fun. I mean look at rolfy and his interactive system, im sure no one thought of using the new commands for that.


Have fun, come up with some nice idea, be creative and you will make a nice game with fpsc

rolfy
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Posted: 24th Feb 2011 02:30 Edited at: 24th Feb 2011 02:37
Quote: "Wait - didn`t I offer you the level design job when hiring the team for Painkiller ?! It was either you or rolfy"

That was me....unfortunately I couldn't get out of some real life things at the time, I was swamped with work.
FPSC doesn't focus on lower end games, most of the user base does that, some of the better designers such as those above push it to get what they want, you dont need to ask all the best users to get involved in designing a game when most of them release their media for dirt cheap its up to people to make the most of this themselves, to me buying bond's and Errant's packs is as good as hiring them (just cheaper and I dont have to put up with their sass).
anayar
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Posted: 24th Feb 2011 04:08
Id just like to throw in my two cents here...

First off, answering the question, FPSC is VERY Capable of producing high-end games. Maybe you wont create the next Black-Ops or Crysis, but you could potentially put something together that rivals a few of the AAA games out there today. Ill give you a personal example- A few days ago I was playing Rainbow Six Vegas 2 (Dont ask me why...). I found myself appalled at the graphics quality in the game. The scenes looked like they came right out of something worse than FPSC. And if a game with graphics like that can get a 9/10 GamePro rating then I dont see how some of Wolf's games couldnt get 10/10

Why is it that RBSV:2 was so successful? Because it offered what players wanted at that time. Players wanted an immersing campaign mode with a strong storyline and characters. And along with that it offered a Terrorist Hunt mode where players could have all the killjoy that they wanted. This shows one huge fact that FPSC developers continue to ignore. It is not the graphics that make or break the game- rather it is the value proposition that it provides to the player. In other words, if it interests the player, he or she will buy it (especially if theyre american ). Take Minecraft for example. A game that uses 64x64 textures and that is only in a BETA stage has sold over a million copies! Its not the graphics that people bought... rather it was THE GAME.

RBSV:2 basically reaffirmed my view that the tool does not make the game... the creator does. Too often I have seen people complaining about FPSC and what it lacks and on and on... If you spent that time making your own mods (now granted not everyone can do this) or trying to tweak settings till you like 'em, you will have not only a much better experience with FPSC but also a much better game.

And again, ill end this post with what I say whenever this type of discussion comes up-
"YOU make the game, not the Engine!"

Cheers,
Anayar


For KeithC
Wraith Staff
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Posted: 24th Feb 2011 08:33
My team's (I wish I could change my username now, but can't) current project (which is 10 billion times better than the current video and screenshots would suggest, we just don't want to release anything yet due to a mildly wishy-washy art style debate going on, just to be clear) has been in dev since November or December of 2008 and has already been picked up by a publisher and then dropped by said publisher after they dissolved (oddly enough it was GamePro's publishing arm, GamePro Labs). Though we're currently in negotiations with a couple other publishers and it's looking promising.

We're a pretty small team (5 people to be exact, all of us really close friends... heck, our secondary music person is my fiancée) and we do rely on many a commission, freelance, MP and handout (though we try and make the stocks and MPs as good looking as possible). We may not have the best game in the world (though at times I'll admit that I think it's God's gift to gaming and other times utter crap!), or even the FPSC community (well, maybe not yet at least ). We're still far from done, but we're trying to make the best experience possible.

FPSC has a lot of untapped potential and especially with the Migration and top-notch mods like PB ( ) we're seeing so many new awesome things made with it. Just look at my 2 new favorite WIPs, Relict and Alpha Project... just awesome and getting more awesome every day!

One of my little secrets (or maybe not-so-secrets) is that I cruise around the Showcase and WIP boards and see if some element of a game strikes my fancy... say that someone did a new lighting technique that was awesome or something. Even if the rest of the game is blah, if I can squeeze it into our project, I tell my guys to try and replicate it and then try to improve upon it if we can. Same goes of media. If I see some awesome pipes, I ask where they got them and where I can get some. It may sound sleazy but I expect the same from everyone else on these boards or otherwise. Even AAA developers (whom I try and take inspiration from as well)! I also read every single tutorial that I can find and encourage my teammates to do the same.

I constantly see 50 billion awesome ideas, that alone may seem like nothing, but when added together can elevate a so-so hobbyist project into an A+ indie title if used right.

I hope this hasn't turned into a ramble, but I just simply refuse to give up on FPSC. So many people say it's crap and that my team is wasting its talents on a dead-end "toy" for lack of a better word and yet I see so many amazing things that I know can make amazing games with enough dedication and know-how. FPSC is important to me and maybe I'm blinded by... whatever, but hey.

We'll at least we have that ingame level editor we're working on... you know gamers; if it has content creation it's instantly the best thing ever

New sig in the process of being made
mgarand
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Posted: 24th Feb 2011 11:09
Wraith, that's the way to do it! what i often do is just typ out all my ideas, and everytime i got one, even if it doesn't make sense, i add it. After some you can make great storys and games out of that ideas

Ched80
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Posted: 24th Feb 2011 11:25
I always find that i come up with an idea when i'm walking or not near a compueter, so now i carry a small "Game Ideas" book to quickly jot down the idea. I re-read the ideas later and either dismis them or try to expand them before I even open FPSC.

i have far too many ideas than hours in the day to try them all out.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
That Guy John
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Posted: 25th Feb 2011 00:01
Quote: "small "Game Ideas" book "


Ive been carrying index cards in my back pocket for the last two years. I tried PDA(s) but they always end up being toys for me

But yeah I essentially do the same thing, then at the end of the day I will pull them out and look into the ideas further.
Wolf
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Posted: 25th Feb 2011 00:24
I usually get ideas while taking a shower



-Wolf

God Helps the Beast in Me!
crispex
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Posted: 25th Feb 2011 00:59
Normally I get ideas for level designs from observing real-world architecture.

I just now realized I've had a typo in my signature for the past 3 years.
That Guy John
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Posted: 25th Feb 2011 01:29
Quote: "I usually get ideas while taking a shower "

PDA..not a good idea.
Anything paper based.. not a good idea.
Dry Erase board? .. no.. not a good idea..

Here you go Wolf..
CapnBuzz
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Posted: 27th Feb 2011 22:05 Edited at: 27th Feb 2011 23:05
This conversation is interesting...

Form vs. Function. Style vs Substance. It's the very argument that rages through my former industry -- filmmaking -- all the time.

Ultimately in a game, the style/form is secondary to function/substance. If a game looks amazing but doesn't play well, it will die. Now a game that plays well but doesn't look amazing, isn't destined to die. Why? Because games are about gameplay first (checkers certainly isn't the ultimate visual experience). The skeletons of dead games litter the previous years releases... most looking fine... most playing terribly...

I think it's important to look at a few issues with the industry of gaming:

1) I still play SNIPER ELITE, HIDDEN & DANGEROUS 2, and VIETCONG regularly. These are "old" games, but they play great and are great immersive experiences. Old isn't always bad.

2) In a tough economy, people will pay for gameplay before glitz. They will also tend to play older games longer. This is a big plus for games that play well living a longer life.

3) People are becoming more used to playing simple games on mobile systems. This is an introduction (or "re-introduction") to basic games with strong gameplay. What does this do? It creates a modern gamer more willing to play for gameplay alone and adds a casual gamer also willing to play for gameplay before graphics.

All of the things listed above add credence IMHO that a game doesn't have to be Crysis to be worthwhile, fun, and played.

FPSC is a great tool. As I see it, the mechanics/technological issues keeping FPSC from commercial viability as an engine have more to do with speed issues and frame rates (previously the 5 lvl build issue) than anything else. The creative issues keeping FPSC from commercial viability have more to do with indie developer/designer creativity... or lack thereof.
Wolf
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Posted: 27th Feb 2011 22:16
To subscribe to CapnBuzz's point, I add a good example: FarCry²... deader than dead but with amazing graphics (and completely crap gameplay)

@That Guy John: Ha! Great one



-Wolf

God Helps the Beast in Me!
Hamburger
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Posted: 27th Feb 2011 22:39
Quote: "the style/form is secondary to function/substance."


Thats what most games today don't seem to understand.

Today its about having good graphics first to lure people in, and then the players realize how horrible the game plays. I remember when games were the opposite, and that wasn't terribly long ago. Thats why games like half life and halo combat evolved are still being sold today - in big box stores - and are still being played like they came out only a couple years ago. They didn't have amazing graphics - but hey? Thats not always what I'm looking for. I like games that PLAY. But that doesn't mean that there are games today that are bad with good graphics.
spudnick
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Posted: 16th Mar 2011 01:56 Edited at: 16th Mar 2011 02:24
@Doomster iwas going to post the same thing you said, that you can ofset doors and windows or even make half size wall as an entity that can be rotated to any angle then you can have sloping or angled items.

To all,as for the editor of Fpsc, it is very good, its how you understand it and how one needs to work with it, it would be nice if you had an option to either do away with layers and use resources to just have one layer that can be sculpted, ie pull and push grund to sculpt like in a terrain editor, then FPSC would be awsome game engine.

Also fpsc should work with one of the moders like with Project Blue and have the feature of such incorpriated into FPSC and sell it for bit more.
i would of rather bought that than X10, even tho im still using fpsc 1.18.009 i think its better
with more support of items. maybe they could bring out X10.5 that has a terrain editor and maybe a good mod included

And so it would be nice for Fpsc/TGC to have a proper place for mods to be bought on behalf of the artist in the shop, instead of trying to find them through the forum and searching google and so on.

And i would like to see somthing like FIRMA but for vegitation as the importing is brilliant in firma but Tree magik and Plant Life you have to mess about impoting expoting moding to get the items to work.

Sorry folks i think iv gone on a bit.

Bottom line is FPSC can be improved alot and compete angainst the likes of UNITY and DX-Studio if such things was made possible.

And i would be the first customer even if the price did go up by double to what it is now!

@Hamburger, gfx is not everything, it is the game play ease of use and of course the objective, i have a wii console and the gfx are crap compared to xbox & pc but at cristmas the sales keep going through the roof selling more than Xbox and pc and even may ps3 put together so again gfx is not everthing but just needs to be programed rightand be addicitve.
crispex
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Posted: 16th Mar 2011 04:36
I enjoyed Far Cry 2, but it definitely wasn't anything new to the genre. I really can't stand how games nowadays focus more on long travel times than anything. Far Cry 2, Mafia II, GTA IV, Crysis, etc. all focus on long journeys that really take you out of the experience.

I just now realized I've had a typo in my signature for the past 3 years.
da2020
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Posted: 16th Mar 2011 04:46
Quote: "all focus on long journeys that really take you out of the experience."
I really enjoyed the game that has this, it doesn't effect the gameplay imo, just enhance it.
crispex
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Posted: 16th Mar 2011 05:11
Eh, there is a point where it just becomes mundane.

I just now realized I've had a typo in my signature for the past 3 years.
biohazardNL
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Posted: 17th Mar 2011 00:00
Maybe try leadwerks engine. like fpsc. but a bit more coding is very capable of doing anything fpsc could and even more.

i've got you a screenshot from leadwerks (also could be bought from tgc store)

[href]http://tbhproductions.com[/href]
raymondlee306
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Posted: 17th Mar 2011 01:05
I was thinking about Leadwerks, but there are only a handful of video cards it will work on. Mine was not one of them.
biohazardNL
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Posted: 17th Mar 2011 01:08
it doesn't need high end graphics so. do you have a bad (I mean not so good) pc then ?

[href]http://tbhproductions.com[/href]
raymondlee306
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Posted: 17th Mar 2011 04:02 Edited at: 17th Mar 2011 04:03
Well I have processing power out the "wazoo", but the video card is only Intel integrated (newer Intel at 512 mb, but still integrated) The people on the forums told me I could not get it to work because it would only work with about 8 types of Nvidia cards and only 2 ATI cards. I don't know that forum that well, but it didn't work for me and I was inclined to believed them. Now this was around a year ago, so maybe things have changed since then.
underthegun
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Posted: 12th May 2011 20:14
I don't know about all this. I think graphics make the game, too. Def. not as much as a good story with good game play but no one's going to play your game, no matter how great it is, if it looks like classic Doom.
Thraxas
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Posted: 13th May 2011 02:02
Quote: "but no one's going to play your game, no matter how great it is, if it looks like classic Doom."


www.minecraft.net

It was supposed to be a monkey / kangaroo fire-breathing hybrid. And it would be 70 km tall, and keep a giant laser in it's pouch.
Wraith Staff
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Posted: 13th May 2011 07:59
This needs to be seen:

http://www.escapistmagazine.com/videos/view/extra-credits/3201-Graphics-vs-Aesthetics I think that it sheds new light on the topic

New sig in the process of being made
uzi idiot
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Posted: 13th May 2011 09:06
Quote: "but no one's going to play your game, no matter how great it is, if it looks like classic Doom"

I'm not sure if you're talking about just the game or the engine, if you're talking about the engine.. well... let me tell you, IdTech1 is a hell of a lot more powerful than people think!



Anigma
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Posted: 13th May 2011 16:30
Quote: "www.minecraft.net "


People throw that one around alot in Indie circles. It's become the standard "yeah well" answer:

"No one will like that game, it looks like crap."

"Oh yeah? Well... minecraft."

"No one makes money making homebrew indie games."

"Yeah? Well minecraft, so there."

"Making a GOOD game requires a team of people and lots of money."

"Oh yeah? Well MINECRAFT! IN YO FACE!"

The truth is, Minecraft is really the exception to the rule. If I were to argue that it's darn near impossible to become a rock star and someone else just kept replying with "Oh yeah, well Metallica!" that'd be a pretty lame argument, right? Just because a handful of garage bands have made it to the big time or a few indie games have sold millions doesn't mean any of them can. In many cases, it was a combination of raw talent, a good idea, good timing and flat-out dumb luck. In most other cases, AAA games rule the market simply by having truckloads of money spent on them. You can't even make a simple hidden object game these days and expect to compete against the big boys unless you spend 5 or 6 figures developing it. Go google Mystery Case Files for an example of what it takes to make a best selling "casual hidden-object game" these days. It's mind boggling the kind of resources these big companies are throwing at these relatively simple titles.

Don't get me wrong, I think FPSC is a lot of fun but let's be realistic and realize that one of us making the next "minecraft" smash hit success story using FPSC is like holding out hope that a Ford Festiva will win at Daytona. IF the engine is improved upon some more (in terms of performance, mainly) and IF the engine is made more robust and able to handle things like the user locking the screen or tabbing away from the game to answer an email or whatever, then maybe, just maybe, someone will publish a decent selling game using it. Until then, it's a fun toy that you can use to see if making games is something you enjoy doing or a way to perhaps prototype an idea and pitch to a publisher in hopes of getting the funds needed to port it over to a "real" engine.

Or, I suppose someone could try to make the next Minecraft with it, just like someone could throw a few hundred bucks at some used band equipment in hopes of becoming the next Metallica. Good luck with that one, kids.

It compiled! Ship it!
underthegun
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Posted: 13th May 2011 17:54
@Thraxas Minecraft is a game that gives the user tons of control over the environment. Our games with FPS are thought-out, story-based, and the only controls are those that we give our gamers.

Minecraft isn't the same thing.
michael x
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Posted: 13th May 2011 20:05
@Wraith Staff
that is so true graphics isn't everything it just good for candy eye effects.

fpsc is a great program. it may have it pros & cons but still fun to make game with it.remember back in the n64 days Goldeneye vs Turok. Turok had some very good graphics but Goldeneye was more fun to play on the replay value. i think the hardest type of game to make with fpsc is a fun game. Im work on something that going to allow the gamer let loose and enjoy. look back at a lot of old games myself. new games like rage seem to be more loose and fun to play. i wold choose to have better gameplay over graphics any day with fpsc. fpsc graphic with the right tools of textures.take a look.


more than what meets the eye

Welcome to SciFi Summer
underthegun
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Posted: 13th May 2011 20:23
@michael x that doesn't look terrible at all. that looks pretty great!
gendestroier
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Posted: 13th May 2011 22:06
Quote: "Why does fpsc only focus on lower end games?"


it's an option but, man, with the time i have, i won't even scratch that possibility.

Quote: "not everyone has the time or "talent""


everybody have talent, but it's way too relative, so it seems like some people have and some people just don't, this is simply not true at all(just my opinion).

mods for creating a inteligent game,at least
Wolf
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Posted: 14th May 2011 02:05
Quote: "just like someone could throw a few hundred bucks at some used band equipment in hopes of becoming the next Metallica"


You do realize that most Bandlegends kinda started that way?

I work with FPSC for 5 darn years now and I have accomplished a lot with it (I think I can say that). It has, however, a lot more potential.

I m currently getting used to UDK but only because I want to earn a few bucks here and there as a freelancer in the future. Working with UDK is not THAT complicated...BUT its annoying in my opinion. The Editor works slow, it likes to randomly crash and I would need far too much time to get the results I reach in FPSC nowadays.
Working with FPSC is simply fun! You can make a REAL GAME (how awesome is that?!) as a single individuum in your spare time.

I would like to throw in my horrorgame contest submission "Thanatophobia". Making the whole thing took me roughly 10 hours. (okay, to be fair...most assets where installed ready to use on my PC...like the Zombies which simply had some new texture and sounds done) Name another engine where I could get a similar result in this time period. It would take me AGES in UDK...

Creating a commercial project in FPSC is perfectly realistic. You simply have to realize that you wont make a living out of it, but if you do it right and you sell..lets say 500 copies only...wouldnt that be some serious extracash for fun weekends? Next time you check out a videogame store, check out the bargain area...look at some titles they seriously sell there... and I tell you! I can do better and more fun games in FPSC than some of the stuff these people sell there. And if I can do it...why shouldnt you be able to do so aswell?






- Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
Thraxas
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Posted: 14th May 2011 03:22 Edited at: 14th May 2011 03:25
@Anigma

I wasn't trying to imply that anyone would make a game which has the success of minecraft, but clearly you missed the point of my post. My response was made to a post that said people won't play your game, no matter how good it is, if it has bad graphics (although I don't think the original doom looks bad myself). It's ok you can go back to my post and see that I quoted it . There are a whole heap of games I could list that have great gameplay but based on the statement I quoted would never get played because they don't look 'good'.

What if I had said Dwarf Fortress:



Or Nethack:



Here are just two examples of hugely popular games which based on their graphics (and I'm assuming we're using current gen technology as the benchmark for the statement made by underthegun) which no one will play. But they both get played by lots of people.

There are people who still play text based interactive fiction. These games have no graphics.

The statement I responded to was a blanket statement that really had no basis behind it. The fact that I chose to use Minecraft in reply doesn't negate my argument. I chose it because it has millions of people playing a game where the graphics are not as good as in FPSC.

Let's not even take into account the incredible work done by Bond, Jon Fletcher, Errant and all the other's who have contributed to Model Packs (as well as free packs from people like CP), if we just take the stock models which come with FPSC (which I think are great, but are often ridiculed by members of this forum and across the internet) they are infinitely better that those in Minecraft.

As you can see I wasn't trying to compare FPSC to Minecraft, but merely pointing out that a general statement such as
Quote: "no one's going to play your game, no matter how great it is, if it looks like classic Doom."
is incorrect.

To be honest the whole premise for this thread irritates me. FPSC has a huge amount of potential and we have only seen a small amount of that potential used by a small amount of people. There are some great games being made with this engine, and I believe if a good team got together with some funding behind them we would fully see its potential. I also think that if someone made a custom mod for their game which removed all the bloat that using something like PB has in it (meaning you might want feature x but never use features x, y & z so removing them would help improve performance), people would look at FPSC in a whole different light.

Edit:
@michael x

How much effort did it take to get that barbarian working in FPSC? I have been thinking about buying a few of the characters from Dexsoft but am not sure how I would go about making them FPSC ready.

It was supposed to be a monkey / kangaroo fire-breathing hybrid. And it would be 70 km tall, and keep a giant laser in it's pouch.

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