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Dracware
15
Years of Service
User Offline
Joined: 5th Dec 2010
Location: Tatooine
Posted: 9th Jun 2011 03:51
Whats a good way to start a fps creator game and what would be successful steps? I'm wanting to start a serious project and i have never done a fps in fps creator seriously i have only messed around withs script testing and model testing and small stuff on arenas. So any suggestions for a successful fps game?
xplosys
20
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 9th Jun 2011 04:58
Perhaps the most important step to a successful game in my opinion is something that FPSC tries to do away with. Planning. Because it's so easy to use and fast to develop, it lends itself to quick levels without any thought of the whole game picture.

Find a basic game outline and develop the game on paper. When you have a plan for the whole game that you're satisfied with, you can start development. Create benchmarks so you'll see progress and know how much more you need to do. Realizing progress is a great motivator.

Perhaps the second most important thing to me is to make the kind of game that you love to play. Obviously, you'll enjoy making it more and you'll do a better job.

Don't limit yourself to the model packs you have, and don't try to make a game based on a model pack. You might get a level out, but not a whole game. You don't need everything to start with. You can collect or make media as you move along.

Brian.

Ched80
15
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 9th Jun 2011 07:44
That's some good advce from Xplosys, there is also some good advice in the official community guides.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 9th Jun 2011 10:58
create an idea of the characters & world you want to play in, write a story, define your player character and get a thought WHY he/she is involved in that story and develop that story (and in best case also develop more than the weapon of the main char but himself coward > hero!thumbs up). produce scetches of basic design (with paper & pencil, digital basic-design sucks every time ), of all levels,weapons, chars, landscapes, suroundings etc. in short terms: storyboard & linescript as made for movies and also often for books.
think about leveldesign, how to build suroundings to force the AIs to do things and to avoid bugs and chars running against walls. where would the enemy see the char and is there anything in straight between char & enemy? from where will he enter the room? use leveldesign to make it easy for the scripts to work, and you can use simple scripts and save memory.

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