Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / FPS Creator Reloaded - Kickstarter Fund Raising Begins, please pledge!

Author
Message
RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 31st Oct 2012 08:26
Hi folks,

The Kickstarter fund raise for FPS Creator Reloaded is now live and taking pledges. Check out the page and we hope you pledge to help make this project possible.

FPS Creator Kickstarter Page

Many thanks,

Rick, Lee & the TGC team.

Financial Director
TGC Team
Thraxas
Retired Moderator
20
Years of Service
User Offline
Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 31st Oct 2012 08:38
Sweet. Looks like I'm the first backer too.

RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 31st Oct 2012 08:39
Wow, thanks, just seen you very generous pledge!

Rick

Financial Director
TGC Team
lotgd
16
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 31st Oct 2012 08:40
I can not use paypal?

The Zombie Killer
15
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 31st Oct 2012 08:45
Just took a look at this, really looking forward to this guys!
I'm hoping to back this as soon as I possibly can!
I like the look of that new shotgun weapon in the screenshots too, I can't wait for this to come out, but just a question, will there be a free version so people can look at the program and see the differences before they buy?
Again, nice work guys

Suggestion: Timescale option, like I've put in the community mod recently.

-TZK

RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 31st Oct 2012 09:07
@The Zombie Killer - sure, a free version is always something we do so that users can try before they buy. Most importantly now is that we raise the necessary development funds to make this happen, so we hope you will pledge to see it made.

Rick

Financial Director
TGC Team
The Zombie Killer
15
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 31st Oct 2012 09:08
@RickV
Thanks for the reply. I'll definitely pledge if I can find the cash :p

-TZK

pdidy
19
Years of Service
User Offline
Joined: 31st Dec 2006
Location:
Posted: 31st Oct 2012 10:46
well made my pledge hope that the goal raches its full target,
I would love to see fpsc reloaded go to its full potential.
skeeter
16
Years of Service
User Offline
Joined: 12th Jun 2010
Location: Australia
Posted: 31st Oct 2012 10:52
That's an amazing list of features. I'm definitely backing this up.

window 7 ultimate, AMD Phenom II X6 1055T 3.3 ghz, XFX Radeon HD6790 1GB, 16gb ram

DarthBasicVader
20
Years of Service
User Offline
Joined: 28th Nov 2005
Location: Cyberspace
Posted: 31st Oct 2012 11:04
Hi Rick,
will the engine remain open source (i mean at same level is open now)

Wish you best luck!!

Riccardo
TGPEG
19
Years of Service
User Offline
Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 31st Oct 2012 11:32 Edited at: 31st Oct 2012 11:35
I've just backed.

My question is, if you don't reach the stretch targets by 31 November (but do get past £60,000), can people continue to contribute? I'm reluctant to pledge any more than I have already at the moment but by this time next month I could find myself feeling more free with the purse strings (and desiring of some of the things in the stretch target sections).
RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 31st Oct 2012 12:15
@DarthBasicVader I can't see this being the case until we get to the end of the project and then review it. We need to develop the title internally under our own control.

@TGPEG - thank you! Very much appreciated! If we hit £60K before the end date we can still take pledges. The more we raise, the more we can do. We therefore ask you to spread the news of the project while we are in this phase of fund raising.

Rick

Financial Director
TGC Team
lotgd
16
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 31st Oct 2012 12:36
RickV no opportunity to contribute through paypal?

Ertlov
19
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 31st Oct 2012 13:37
RickV, I feel flattered that you use one of my games in your kickstarter Ad. But please name it correctly, "Into the Dark" is in no way "Alien Attack game".

Thx.

Come to where the madness is:http://www.homegrowngames.at
RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 31st Oct 2012 13:52
Hi Ertlov, I have updated it. Sorry about that, when I came to put it in I could not find the thread and the name.

@lotgd I will look into this later today.

Rick

Financial Director
TGC Team
KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 31st Oct 2012 14:02
If anyone's wondering what the conversion to U.S. Dollars is, simply click on one of the pledge amounts and it will tell you. Glad to see this come to life!

Don't forget to "Like" the Campaign on Facebook, and "Follow" it on Twitter.

-Keith

Ldewitt
14
Years of Service
User Offline
Joined: 26th Sep 2011
Location: Sweden
Posted: 31st Oct 2012 14:19
Just pledged 40£, not much but as much as i can as a student, ive been using FPSC for almost 2 years now, and in my opinion its just great, especially with all these ideas Tgc has.
Alien Menace
AGK Developer
21
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Earth (just visiting)
Posted: 31st Oct 2012 15:12
I would pledge for this if the license is 100% royalty free, no strings attached.

Apps published: 3
KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 31st Oct 2012 15:19
It always has been, AM.

-Keith

RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 31st Oct 2012 15:27
The license is and will remain 100% free!

Rick

Financial Director
TGC Team
uzi idiot
Valued Member
16
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 31st Oct 2012 16:25
Wow, it looks impressive. I hope it all goes well

If something compiles on the first try. Something is terribly wrong.
Dar13
18
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 31st Oct 2012 16:25
Is there any chance that DBP would receive some bug-fixing from this development? I assume that if Lee were to encounter a bug, he would go back and fix it within DBP. Would those fixes make it back into the U77 RC and eventually a released U77?

JLMoondog
Moderator
17
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 31st Oct 2012 16:38
Still reading through everything but so far loving it. Will be able to put some money down by Friday, definitely opting for BETA testing so I can test my own media. Really looking forward to having less restrictions on level design.

Also for anyone who doesn't own FPSC, just by backing the min your getting it for 80% off. Can't beat that.

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st Oct 2012 17:21
Quote: "Double memory cap with decoupled Light mapping

The current system will attempt to build the world and then light map it with a single pass.This causes huge amounts of memory fragmentation which causes the level builder to run out of memory at around the 2GB mark. By decoupling the light mapping from the build process, larger levels containing more content can be created as a fresh virtual memory block will be allocated for the light mapper."


This is what I was looking for and missed the first time I skimmed through the description.

I have no doubt that this all can be worked out, but, for me, this has come at a bad time -- fiscally speaking. I'm sending Rick and Lee an email explaining why as this is not the place for such discussions. I will be able to give a small amount during the allotted 31 days -- as soon as I talk to my wife.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 31st Oct 2012 17:31
I'll pledge mid november. This looks fantastic. thanks btw. for displaying some of my work on the kickstarter page!

Gamer X
18
Years of Service
User Offline
Joined: 1st Feb 2008
Location: Planet X
Posted: 31st Oct 2012 17:58
I have looked through all the features and have to say that they are AMAZING!!! I will have my pledge in possibly mid-November.

zoltar
15
Years of Service
User Offline
Joined: 2nd Mar 2011
Location:
Posted: 31st Oct 2012 18:17
I made my pledge just a few minutes ago. Silver Sponsor.
007
14
Years of Service
User Offline
Joined: 22nd Aug 2011
Location:
Posted: 31st Oct 2012 18:19 Edited at: 31st Oct 2012 18:48
Wow, i have seen the kickstart project, and can say it is amazing, trully amazing. I will donate soon for this project. I loved the new features, especially the 3rd person prototype and PhysicX.

But now, just a question, i don`t know if this thread is the right place to ask, but if some veteran on FPSC could give me some good counseiling, i will be very gratefull.

I am currently developing a Goldeneye 007 fan game (based in the Nintendo Wii version), i have almost every materials i need, like models, animations (i used some cool mocap animations for death sequences), levels (modeled in 3dsmax), weapons animated, scripts, and such, i just need to "mount" the game.

The question is that i already developed my workflow for this, i am using the same method rolfy used in Dark House (for level creation), creating the level in 3dsmax, then export to fpsc with lights and shadows, i developed a interactive mission objective system based on Model Pack 54, i even got basic 3rd person based on Silent Hill Camera Script, and also some very basic driving vehicle script, which in my game will just be used to "chase" sequences, and such.

My question is, do i complete my game with the already FPSC 1.20 or wait untill FPSC Reloaded be released, because i have seen that this will be a trully "Killer Product"? And i am sure that this will improve my game a lot, a lot more than it is.

But if i wait for "Reloaded", we don`t know how much time it will take untill we have a Stable Release, and also i would need to remake all my scripts (to make use of the new features), and specially i would have to recreate my workflow, i don`t know how will work the importing of 3D Levels modeled in Reloaded, i don`t know if i really would have to use the standard FPSC lightmapping or baked lightmapping, how the memory cap system will work, and such.

Any information and tips will be very valuable.

Cheer,

007.

Goldenye 007 N64
xplosys
20
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 31st Oct 2012 18:47
I'm going to pledge just to make sure I get a copy, of course, but I hope you will consider dealing with the distribution issue of built games.
Whether that be some type of included installer, or DX Version checking built into the EXE, or whatever. If the new version used the latest DX this wouldn't be an issue, but since it will require an older version that hasn't been included in the last few versions of Windows...

Brian.

!retupmoc eht ni deppart m'I !pleH

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st Oct 2012 18:57 Edited at: 31st Oct 2012 18:58
Quote: "Built in media protection for built games

Protect your media assets such as textures, models, sound, music, video and scripts when you build your final standalone game. Protecting your game I.P. and copyright material is very important these days, and so a new optional feature will encrypt all media built for standalone distribution."


This is very good. Especially when it will be easier to build and sell a game with this game making engine.

I'm sure a DX Version checking feature could be easily built into the EXE, although I didn't see it listed in the kickstarter description.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 31st Oct 2012 19:24
Hi Guys,

A lot happening today otherwise would have appeared sooner. I can certainly confirm that DBP will be worked on during the development of Reloaded. Not only will minor hiccups be ironed out as they get in my way to develop Reloaded, but I will be making some head-way into Physics, Occlusion, Geometry Sound, Shaders, Cameras and anything else you can gleam from the Reloaded feature set, not to mention speeding up the compiler so I can work quicker. Even if you're not an FPSC user, there is a certainly logic to pledging on Reloaded if you are a DBP user

My advice on the FPSC or RELOADED is to go with FPSC V120 as the RELOADED BETA won't be available to beta pledge users until mid 2013. The good news is that RELOADED is entirely backwards compatible with FPSC V120 which means you can simply load your project into the new product and instantly get the benefit of faster build times, quicker game loading and if you so desired, additional game features which you can simply drop in.

Sometimes, Kickstarter will promote projects that rocket up the charts due to lots of interest, so even if you can only pledge the smallest amount, doing so in the first five days will help us create that momentum. Getting featured means Reloaded appears on the front page which means millions of eyeballs, which means almost guaranteed funding, which means you get Reloaded in your Christmas stocking next year.

It's great to see so many pledges already, and with a little luck, this time next month we'll be gearing up for a whole year of intense FPSC development! What a ride!

Hogging the awesome since 1999
Nickydude
Retired Moderator
19
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 31st Oct 2012 19:39
I'll pledge when I have the money next month, though I do find it odd that we must reach the £90,000 stretch goal so we can change the game icon... lol!

I reject your reality and substitute my own...
electric chihuahua
21
Years of Service
User Offline
Joined: 7th Apr 2005
Location:
Posted: 31st Oct 2012 19:47
Congratulations on getting the project started. I just made my commitment at Kickstarter. I hope you get all of your funding! I'm looking forward to the finished product. I was an Early Adopter on the first FPSCreator and I think you are definitely taking it in the right direction. Sounds great! Good Luck!
TheK
19
Years of Service
User Offline
Joined: 4th Mar 2007
Location: Germany
Posted: 31st Oct 2012 20:02 Edited at: 31st Oct 2012 20:05
I will be pledging a little money, too. Somewhere between 150£ and 200£. Just got to know, if you're going to improve the dynamic lighting. How about dynamic shadows? It's not really mentioned in the Kickstarter text. I only something like that in the screenshot with the improved fire, but wasn't entirely sure.

Anyway, you got my pledge within the next two days or so.

Greetings,
Jan

PS: Happy halloween!

http://www.sector49.net/
Skype name: thek491
uzi idiot
Valued Member
16
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 31st Oct 2012 20:19
I just had a full read of the feature list.
This sounds so awesome on so many levels!

I really hope to god this gets funded

If something compiles on the first try. Something is terribly wrong.
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 31st Oct 2012 20:20
We're adding directional spot lights for thinks like cones of light, torches, light through windows, e.t.c. We're also adding immobile dynamic entities to the light mapping so doors and switches look blended into the static scene for more realism. Most importantly, we're swapping in shaders for all dynamic entities so that you don't get that strange effect of one dynamic object glowing in a dark space, and you get the bonus of some nice shader effects we can apply to formerly fixed function rendered objects. We have not documented dynamic shadows as there are a number of techniques we can't decide on, but I will be looking the way Mark Blosser provides shadows for characters to see if that cannot be extended to all objects in a scene (for a performance penalty of course). Modern games would use deferred rendering and extra render targets for shadow generation, but I want to keep the development on track so we can hit the deadline. New techniques (to me) have an unspecified time requirement that I did not want to pass onto you guys.

I agree the custom icon should probably be in the main goal as it's not a huge job and should have been in from the start. If someone can remind me of this when/if Reloaded development starts, I will be sure to sort that out.

Hogging the awesome since 1999
Soviet176
16
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 31st Oct 2012 20:21
Quote: "I will be pledging a little money, too. Somewhere between 150£ and 200£. Just got to know, if you're going to improve the dynamic lighting. How about dynamic shadows? It's not really mentioned in the Kickstarter text. I only something like that in the screenshot with the improved fire, but wasn't entirely sure.

Anyway, you got my pledge within the next two days or so.

Greetings,
Jan

PS: Happy halloween! "


I just realized you are the developer for Canalyst. I have been thinking about where I knew you from. Love that game btw comrade.


@Rick/lee

This is excellent and I really hope it comes through. You can expect my pledge sometime this Friday (payday) really looking forward to the poster and beta access

I also really like the emphasis on the memory issue. If you can do what you say I can't tell you what kind of games will be re-developed and what new games will be developed.

I just hope you know lee with the current size map we can't build a game that utilizes the entire map (Except with something like rolfy's terrain) because of this issue. If you increase the map size so we can develop much larger games which will compete with today's games the memory issue must... be... destroyed, purged, annihilated. It must disappear. If we want to add 40+ soldiers and crates and entities and tanks and aircraft and a boat load of weapons and aliens with drool and particals and fire etc... we should be able to without our heart sinking while we watch the test game build memory jet up. Hope I made that as descriptive as possible xD

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st Oct 2012 20:22 Edited at: 31st Oct 2012 20:26
@TheK (Jan)

I believe there is going to be a big improvement with dynamic lights. Here is what you might have missed:



Entity lights (light source attached to dynamic entities)



Flash light support



Dynamic & immobile objects taken into account by the light mapper.



Directional Lighting



THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Daniel wright 2311
User Banned
Posted: 31st Oct 2012 20:31
I love the game creators but.



£60,000 goal is a lot of money for a game creation tool, I am not saying I know what it takes to build a game engine but to me it looks like a lot.

Why so much?

I love the fact it is even considered,Even third person is, wow, but, I look at how much is needed for a game engine then I think does not the game creators already have all the tool's to build this? If not Then I understand.

What scares me is this will not be built till the £60,000 goal is met . This makes me not want to help out on this, what if I give a lot of money then it is not built? any how, this is my question.

my signature keeps being erased by a mod So this is my new signature.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st Oct 2012 20:35
Sorry for the double post but . . .

If you are hard-pressed to give a lot. Maybe you can give at least the following? This way you have a cool boxed version. Notice the estimated delivery date? If you are outside the UK be sure and give add on the shipping charge. Good business sense.

Pledge £30 or more

DVD boxed version of the FPSC Reloaded product. All previous rewards.

Estimated delivery: Oct 2013
Add £5 to ship outside the UK

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
TheK
19
Years of Service
User Offline
Joined: 4th Mar 2007
Location: Germany
Posted: 31st Oct 2012 20:36
Hey there,

oh! Thank you Flatlander, for some reason I missed the flashlight support two times while reading through the whole text.

Quote: "We have not documented dynamic shadows as there are a number of techniques we can't decide on"

Okay, thank you, Lee! This feature list is amazing by the way! I hope it will get to the 80.000£ stretch goal mainly becasue of the refraction support.

Quote: "I just realized you are the developer for Canalyst. I have been thinking about where I knew you from. Love that game btw comrade."

I was actively on this forum and on the game for about three years now, but nevermind... Thank you anyway! There will be some new and neat stuff on the new one to show in a maximum of two weeks.

Greetings,
Jan

http://www.sector49.net/
Skype name: thek491
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st Oct 2012 20:44 Edited at: 31st Oct 2012 20:48
@Daniel Wright 2311

Quote: "What scares me is this will not be built till the £60,000 goal is met . This makes me not want to help out on this, what if I give a lot of money then it is not built?"


To answer a part of the question:

Quote: "When is my card charged?

If the project you’re backing is successfully funded, your card will be charged when the project reaches its funding deadline. If the project does not reach its funding goal, your card is never charged. That's why we call them pledges."


So, you won't lose any monies if the project doesn't even start.


The last part of your concern is that this is between us (the backers and TGC. I personally trust TGC that if the goal is reached and once they start the project I, personally, have full confidence that they (TGC) will finish it!

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st Oct 2012 20:51
Another double post:

In case someone didn't see the following quote from Lee. Please consider it now:

Quote: "Sometimes, Kickstarter will promote projects that rocket up the charts due to lots of interest, so even if you can only pledge the smallest amount, doing so in the first five days will help us create that momentum. Getting featured means Reloaded appears on the front page which means millions of eyeballs, which means almost guaranteed funding, which means you get Reloaded in your Christmas stocking next year."


THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 31st Oct 2012 20:58
What's cool about Kickstarter is that you only pay something if the entire amount is reached. If the pledges fall short of £60K then you are not charged and life goes on. Only if we hit or exceed the goal does your pledge become real.

As to development costs, I would rather not scare you on how much it costs to run a development team on a year-long game project these days. We're relatively small in the 3D technology arena, with a few hand-picked developers running 24/7 with a small 15 minute tea break. To give you a real example, we developed "The 3D Gamemaker" back in 2002 and it cost in excess of £180,000 to develop and a five digit number to market. That was a decade ago and a very small product by global standards. Since then, costs have exploded and the market is infinitely more fragmented. The question isn't why £60K is so high, but why it's so low. We have the benefit of having a development team already in place, familiarity with the territory and an existing product to augment rather than having to write one from scratch. We're doing the project at cost because we're seriously super excited about Reloaded. The product is going to rock if we can make it a reality.

That said, it bodes well for coders who want to make games development their career. They can expect to command £60K per year as a top developer, and if you don't mind travelling, you get to see the world as well! It's a great industry to be in, but it ain't cheap and the competition is pretty fierce!

Hopefully some well placed forum dwellers will be back me up here

Hogging the awesome since 1999
xCept
23
Years of Service
User Offline
Joined: 15th Dec 2002
Location:
Posted: 31st Oct 2012 21:09
I have owned FPSC for the longest time but have never used it yet--but I have just pledged $$$ to support this not only because the updates sound awesome but also because it will help enhance DBPro along the way which is what I've used for a decade.

For those who do not have funds available RIGHT NOW but still want to pledge, keep in mind that the money is only deducted AT THE END of the fundraiser IF enough funds have been made. So it will be 30 days before any pledged money is deducted.
blueFire
15
Years of Service
User Offline
Joined: 23rd Jan 2011
Location: North Carolina
Posted: 31st Oct 2012 21:14
What platforms are going to be targeted by FPS-Reloaded? Android by any chance?

Jason
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st Oct 2012 21:27
Quote: "What platforms are going to be targeted by FPS-Reloaded? Android by any chance?"


Right now only PC's and MS Windows. If this is a big success I should think there would be more possibilities. I had said in a very early post and in another thread, "TGC has their heads in the clouds."

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
rolfy
20
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 31st Oct 2012 21:35 Edited at: 31st Oct 2012 21:48
Quote: " I look at how much is needed for a game engine then I think does not the game creators already have all the tool's to build this? If not Then I understand."

Its not just coders if you take into account the media that comes with it and the extremely low cost for model packs etc (apply this bargain basement to to those coding the engine as well, something you yourself should understand) you get a broader idea of the costs involved and the expected returns.
If the goal is met I have no doubts about the commitment in completing this project.
In reality tools are not expensive when taking into account the total costs involved in a project like this, think about how much you earn yourself a year and add a few other people into the equation you would probably pay a lot more for plumbers or any tradesman to work on a 6 month to 1 year project. How long did your house take to build and what did it cost you?
A bit basic I know but sure you get the idea.

People got to eat.

You only have one life ... Abuse it well.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st Oct 2012 21:41 Edited at: 31st Oct 2012 21:43
As a programmer I made over $150,000 a year by the time I started a business. The average is $100,000. This amount is not reached until you have 8 to 10 years experience and it depends on the company's own assets. The starting salary is around $50,000. Again, this is an average. Some make less, others make a little more.

I won't say how much I made with my own business.

Because, TGC is a niche company and it's philosophy is to create products most people can afford, they are not going to have much start-up funds for any major projects. They, too would like to be paid and have food on the table and a roof over their head and clothes on their backs while they concentrate on one project for almost a year.

Addendum

Rolfy said it well and he has more badges than I.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
rolfy
20
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 31st Oct 2012 21:51 Edited at: 31st Oct 2012 22:24
Quote: "Because, TGC is a niche company and it's philosophy is to create products most people can afford, they are not going to have much start-up funds for any major projects."

This....

Quote: "Rolfy said it well and he has more badges than I."

Looks like you started to catch up....congratulations and well deserved

You only have one life ... Abuse it well.

Login to post a reply

Server time is: 2026-07-01 10:44:32
Your offset time is: 2026-07-01 10:44:32