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

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RickV
TGC Development Director
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Posted: 27th Nov 2012 15:46
Hi, well it looks like the goal will not be reached. Lee and I have a meeting planned for next week, following that we will announce how we plan to move forward.

We have clearly received great backing from our loyal community but beyond that we have had just a small interest from the Kickstarter community.

We hope to bring you some positive news later next week on how we'll move forward.

Rick

Financial Director
TGC Team
GreenDixy
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Posted: 27th Nov 2012 15:56
Quote: "but beyond that we have had just a small interest from the Kickstarter community."


@RickV You have to take into account, The time of year/month your doing this. With xmas right around the corner, Alot of us have shopping to do for our kids and family. This should of been setup for a 3 month cycle, That way it would of went to the end of jan.

======================================
My software never has bugs. It just develops random features.
MrValentine
AGK Backer
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Playing: FFVII
Posted: 27th Nov 2012 16:30 Edited at: 27th Nov 2012 16:32
Good to get some news...

I just want to point out...

If anybody has hopes of getting support from somewhere like kickstarter... You just need to look at Steams Greenlight mallaryky to have an idea of what people will bid on... More successful projects accrued their support from outside KS and used the KS as a `pay us here` Platform... At leats that is my impression...

RickV
TGC Development Director
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Posted: 27th Nov 2012 16:33
@ GreenDixy - well Kickstarter only just launched here in the UK at the end of October. They also recommended a 30 day funding window as the most likely way to get funded fully. We now have evidence as to what happened and have learnt a lot.

Rick

Financial Director
TGC Team
Zkweelurps3
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Posted: 27th Nov 2012 18:13
How long will it take until the project is finished? When the project started, of course. I hope not in the summer.

Call of duty and Battlefield sucks!
xtom2
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Posted: 27th Nov 2012 18:43
I don't think the timing matters so much. In january I think everyone will be just as broke after christmas than november/december but to reach such a target in 30 days a lot more exposure is needed on a lot of different gaming websites to bring in new people. From what I could see other than the IGN article there wasn't much buzz outside of the forum. If 5 or so other popular gaming websites covered fpscr then maybe it would have made up the difference. Easier said than done of course and especially with a time limit but I think like a good game review an exciting article is a good way to turn a lot of general gamers into backers. Word of mouth and sharing from the forum community is great but it just doesn't have the immediate reach to the general gaming masses that is needed.
Nomad Soul
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Posted: 27th Nov 2012 22:51
Its a real shame the kickstarter is not going to reach its goal although £20k pledged mainly from the community is actually quite impressive.

I still believe the omission of things like deferred rendering and realtime dynamic shadows were a mistake for this project. What we saw in the trailer could easily be achieved with the existing FPSC and a few hand picked bond1 shaders.

I think the best 'good news' TGC can offer now is to ship v1.20 final with the new shaders, unified lighting and fog across everything and carry on as they are.

A FPSCR kickstarter won't be achieved unless Lee first sits down and works out how to add something like deferred rendering and real time dynamic shadows into the engine that would take it to another level.

fallen one
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Posted: 27th Nov 2012 23:14 Edited at: 27th Nov 2012 23:17
You should of made it clear to NON fpsc users, exactlty 'what' the product is, and 'why' they should use it. You aimed the video at 'current users', not new users, or pitched where 'new users' may 'see' it. I also didnt see the model pack deal on news sites, that would bring developers even if they dont use the product, but if they dont get to know about it.

You rushed the whole thing, you need to ask, how can TGC make more 'money', not what features can we give you to make you pledge. What makes more money is what the public want, money equals interest/demand/want.

I had a few ideas on how the engine could improve, and by that I mean improve to gain more audience, (thats 'game building' features, not game sparkle for current users) and how you could capitalize to make more money, but this was rushed, so I knew it would fall on deaf ears.

Think about what you really want to do, ask questions, the right ones, perhaps a competition on how to gain new users or increase revenue, come up with some ideas, those are the right questions as a business. Take your time re calculate and make a better plan.


Conjured Entertainment
AGK Developer
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Posted: 27th Nov 2012 23:18 Edited at: 27th Nov 2012 23:30
Quote: "I think the most off-putting thing about this is the horribly uninspiring blank, almost greyscale, figure you see before you start the demo video."

I agree.
I like the slenderman, but it did seem a bit bland just standing there all alone without even a background.
It seems like sci-fi stuff does well at kickstarter, so maybe a sci-fi scene would help.

Quote: "Is there a way to relaunch the project on Kickstarter again? Maybe for a longer period and with better publicity?"

Yes, you can launch the project again. (read the FAQs at KickStarter for more info)

Quote: "Lee and I have a meeting planned for next week, following that we will announce how we plan to move forward. "

Sounds great Rick.

defiler
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Posted: 28th Nov 2012 00:26
It's a shame this was not able to get the funding it needed, hopefully when the kickstarter is relaunched it will reach it's target!

Current Project: The Underground: Awakening
science boy
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Posted: 28th Nov 2012 00:40 Edited at: 28th Nov 2012 00:43
well,

Quote: "I think the best 'good news' TGC can offer now is to ship v1.20 final with the new shaders, unified lighting and fog across everything and carry on as they are."

@ nomad, they cant keep giving us updates free with all features, thats their living,

would you pay for an add on pack with your shadows etc? and how much would you pay for the add on?.

lets be real, and not expect everything for free. i think we have got spoiled over the years and expect things for nothing. as to the free stuff available it is very much appreciated and welcome, but we must also support tgc as they are doing updates and add ons etc. but they have families and bills etc. so dont say statements like that please, i respect you and think your cool, but lets see what happens.

not meant bad.

an unquenchable thirst for knowledge of game creation!!!
Flatlander
FPSC Tool Maker
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Posted: 28th Nov 2012 00:54
I agree, science boy.

Nomad Soul
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Posted: 28th Nov 2012 00:59
@science boy

Sure, its fair they could charge something to release the stuff already in place for FPSCR and I would pay for that. Probably would pay the same as an official model pack.

It would be a shame to lose the work already put into this and it wouldn't be much work for TGC just to package up the new shaders and source code.

If they did this in time for Xmas it could still be a good revenue for TGC.

michael x
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Posted: 28th Nov 2012 15:58
they can still make fpscR and just work on the core of it. they can take the 20,000 pounds and make the Terrain,Advanced AI,better performance with the Improved scene culling and fix the memory so we dont reach the cap. also the 200x200x100 grid for large levels. forget about the shaders they can be sell in a pack. other add on feature could be a add on patches. sell the new fpscR engine for $99. the High quality characters and Weapon enhancements models packs should be 29.99 or more.plus another thing I like fpsc editor so keep it. those who dont want to pay more can just keep using fpsc and buy the cheaper packs. once people see what can be done by the new fpscR engine more and more people will buy it.

another thing people should move on with the fact that your old maps may not work in fpscR. who cares because once you realize what you can do with fpscR you would want to change the ideal you had with fpsc and make something new with fpscR.

more than what meets the eye

Welcome to SciFi Summer
xCept
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Posted: 28th Nov 2012 18:17
Quote: "they can take the 20,000 pounds and make the Terrain,Advanced AI,better performance with the Improved scene culling and fix the memory so we dont reach the cap."


Unfortunately they won't be getting any of that 20,000 since Kickstarter uses an all-or-nothing system. If they would have posted this project on Indiegogo instead, they could've done a flexible funding option instead which would've allowed them to keep whatever money they had raised even if the goal wasn't met.
MrValentine
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Posted: 28th Nov 2012 18:28
Indiegogo is still U.S. based I believe...

VRGames
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Posted: 28th Nov 2012 19:59
I just did my pledge for 25.00. I am working at two games at the moment. My first game is an one level shooter (Military Power Base) with puzzles ( a lot of scripting), I created this shooter as an exercise for puzzles and scripting. The second game (Prisoner)is a multi level game with a lot of puzzles.[img]null[/img]
Matty H
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Posted: 28th Nov 2012 22:02 Edited at: 28th Nov 2012 22:04
Pledged.

Hoped there may have been a late surge toward the end. Sorry if it does not make it, at least you have had a chance to test the level of interest.

I would have been interested in a custom game type option along with online multi-player. If you had these features and got the message out to the millions of COD and Battlefield zombies(like me!) then I'm sure you would see a lot of interest.

Creating my own 'cap the flag', 'diffuse the bomb' or 'hold an area' online game types would have been attractive. A kind of Unreal Engine 3 kismet visual scripting to create a game type would have been great.

Hope something comes out of this, you have my complete support if you choose to use Dark Dynamix, Dark Imposters or even Dark Terrain, I'll be ready to add features or fix any issues where needed.

Dark Terrain is finished, it is similar to Blitz Terrain, so it is super fast but at the expense of memory usage. I personally had multiple camera issues with blitz which was my reason for implementing my own terrain system.

EDIT: I forgot to mention Evolved's new lighting system, that is impressive, I would offer him a job on this project

Flatlander
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Posted: 28th Nov 2012 22:40
Good job on DARKimposters. I was thinking at one time of looking further into putting it into my own personal mod of FPSC but wasn't sure how it would fit or if it even would.

Green Gandalf
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Posted: 29th Nov 2012 00:34
Quote: "I think the most off-putting thing about this is the horribly uninspiring blank, almost greyscale, figure you see before you start the demo video."


Looks like someone has been listening - the "grey man" has gone.



Matty H
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Posted: 29th Nov 2012 00:37
Thanks F l a t l a n d e r,

Dark Imposters is mainly to optimise outdoor scenes. An additional layer would need to be implemented to automatically create the correct amount of imposter groups and add objects to the best group depending on object location and object size.

defiler
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Posted: 30th Nov 2012 03:11
@ Science Boy: I think you're mixing people up, all I said was that I hope next time around, the kickstarter gets the required funds needed.

Current Project: The Underground: Awakening
science boy
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Posted: 30th Nov 2012 11:49
@ defiler,

was talking to nomad, not occured to me you said anything i thought out of line, and it was all sorted, and no problems, i was just pointing out that we should expect to pay for the stuff put on the video showcase, ie the fog etc. and not epect it free in updates.

hope this clears things up

an unquenchable thirst for knowledge of game creation!!!
SpyDaniel
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Posted: 30th Nov 2012 12:39
Over £30,000 is needed within 24 hours, I have doubts it will succeed unless a wealthy member helps out.
Flatlander
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Posted: 30th Nov 2012 23:47
So, there are 399 backers. If Lee and Rick go ahead with this project and would like to get about £60,000, after completion they would have to ask £150 if they could sell 400 copies within a reasonable amount of time. If they could get 1000 customers then that would make it £60. Also, they have the option to redo the kickstarter for maybe 60 days and/or have a minimum pledge of £50 and hope for about 1200 backers. That's about 3 times as many as they had gotten this time around. The average was about £55.

No Christmas present for TGC nor for those who were hoping for a go. I'm personally satisfied with v1.20. I hope now that this is out of the way for now Lee can get focused and update DBPro and make v1.20 as stable as he can get it. Of course, I am sure this idea/project will be at worst on the back burner.

Le Shorte
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Posted: 1st Dec 2012 00:34
Quote: "have a minimum pledge of £50"

That would just eliminate a huge amount of current and potential backers, myself included. That's $80 I can't afford. My pledge of 40 pounds was really stretching my budget (and a bit over, to be honest). I really just think they needed to market it more, or put in less features from the get-go and thus have a lower goal, and then sell add-on packs later. So the IGN article had a negligible effect, but that's just one article in the entire 30 days. It was really just a lack of marketing and explanation to potential newcomers.

Cheesehead for life.
michael x
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Posted: 1st Dec 2012 03:50
yeah 120 is great but the bugs make it unusable.meaning its best that he work on only the bugs and no extra feature or commands.i have never had a crash problem until beta 4 and 5. but the best thing about fpscR was the memory fix the larger grid and the Improved scene culling the would have help with the performance.these are the things fpsc needs the most right along with stability. I think they should lower the kickstater price range and start small with fpscR. we know that 20,000 pound would have made it so they should estimate around that. make fpscR about the core and sell the add on later for it. no new models just fpscR.the only thing should come with it is a the segment shader and a segment. maybe a one stock model so we can see how the new shader work. but keep it basic.this will ensure fpsc reaching its goal and will make work flow quicker to put out the new fpscR.

more than what meets the eye

Welcome to SciFi Summer
Flatlander
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Posted: 1st Dec 2012 07:07 Edited at: 1st Dec 2012 07:07
Le Shorte, of course it doesn't have to be a minimum of 50 quid. I'm just playing with the figures. If they could get 1200 backers that averaged what the 400 backers averaged then the minimum could be the same as it was -- 1 quid. but they have to get 3 times the backers at that average.

Defy
FPSC BOTB Developer
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Posted: 1st Dec 2012 10:21 Edited at: 1st Dec 2012 10:40
Hi all,
Just found out about this and went to check it out.. And then I read this,


FPS Creator Reloaded will be developed!
Update #7 · Dec. 01, 2012 · 7 comments

We have lift off!

Today we’re able to share some wonderful news with you. A private investor (who wishes to remain anonymous) has funded the project up to the 60K level.

This means that we’ll be developing FPS Creator Reloaded and all the features listed. We’re really excited about this and we’re looking forward to evolving the software as planned.

http://www.kickstarter.com/projects/tgc/fps-creator-reloaded/posts

Hope this pans out for all here, I wish u all the best



http://forum.thegamecreators.com/?m=forum_view&t=201886&b=21
Here's the new updated TGC post/link (includes more info)
Great work done by all.

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