When I first started using FPS Creator after purchasing it last November (I think) for myself, I realized that so many of the model packs and things are wonderful for creating "A game that feels like X".
For example, I stumbled upon the Fantasy enemies, weapons, and environment packs. Sadly, it appears that those enemies have difficulty walking over hills, down ramps, and things... and that's a "deal breaker" when it comes to using FPS Creator to develop a fully fleshed out Fantasy FPS title. Plus the complex models do a lot to bog down the game engine's resources. My thoughts went towards recreating the same kinds of fantasy environments, but in a way that's perhaps "easier" on the game engine.
I'd like to simplify things a bit all around, for the engine's sake and for my own sanity: Rather than go for custom segments that try to "break free" of the grid-based level building tools, how about some basic assets that mimic the 8-bit style of the Nintendo Entertainment System?
Specifically, "I'd like to try and make a First Person 8-Bit Style Title". For the sake of not getting the pants sued off me, I don't plan on calling it anything similar to "Legend of Zelda", only attempting to call together the "simplest possible" assets that together, create a first person NES-era title.
If you're having trouble picturing it, take into consideration THESE images of "Megaman 8-Bit Deathmatch":
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Ideas:
Everyone should know this screen. There is a flat-colored ground texture that we can call "Dirt". There are potential green wall segments here which can be known as "Rocks". Stacked together, in this case, they form green hills or grass-covered mountains. There is a black square which is a "Door"... of course, we can be a bit more enterprising and actually make a small selection of doors that are basically "large rectangles"... think like a book. You open it, and the door swings open. Minecraft doors are a good comparison too.
In this example, we see the flat surface has changed to include a few dark specks... we can safely call this floor segment "Sand". Notice that the green wall segment "rocks" are here again, only this time colored brown to better match a the desert landscape. This means that the same model can be used, just have its color shifted around to match the environment its placed in.
Ah look, water. Using FPS Creator 9, I'm a little murky on the details on how to include water in a level though I'm under the impression it IS possible. However, in The Legend of Zelda, you couldn't swim through the water, so it's effectively another flat floor tile. Animated or not. This floor tile can also be made red to simulate lava, or green to simulate something a bit more poisonous, perhaps. Invisible Wall segments could be used to block the player from crossing over into the water... or maybe, just maybe, there might be merit in allowing the player to swim through the water, though I see this as opening up "holes" in the world layout... unintended shortcuts and so on. Also notice for the first time we have trees... they are round balls on a stick, basically. In this game, the trees also act as walls, so those invisible wall segments will come in handy with enforcing the trees as a "natural boundary".
Both the trees AND rocks make a reappearance, along with some gravestones. Note that the trees and rocks are identical to all other portions of the game, only here they are white to reinforce the ghostly effect of the area. The ground is grey too...
Ladders. This is the main way we'll go from one floor to the next in the game. Plain jane staircases (to match the plain floor coloration) may also work. Note that this section of the game actually plays out in "sidescroller" style, meaning this particular perspective isn't top-down like the rest of the game. It shows "enhanced" brick detail... showing that the wall segments of the game, at least, stand to be a bit more detailed than the ground you move on. The same could be said of doors and the like, which while they look like basic rectangles with flat, textured details, the doors in the game can be classic wooden doors with brass ring handles, or prison bars, or anything else you can think of that'd fit in with the theme.
Here we are in a dungeon. Tile-conforming assets everywhere, tile-conforming obstacles, dungeon doors, you name it. Although not pictured, sometimes these dungeon walls appear to have cracks running across them: A bomb blast or just "shooting the hell out of it" could cause that wall segment to breakaway revealing secrets/shortcuts. The Dungeon Tile assets change color all over the game as well...
The dungeons have a distinctive entrance design, and are typically surrounded by statues, or stone heads, etc. Pretty open to interpretation here.
Now, I'd like to point out again that I'm not strictly looking to remake "The Legend of Zelda" 1:1, The Legend of Zelda is a good example of what I mean here, because it was one of the earliest examples of an "Exploration and Environment-Heavy Title". I'm simply interested in collecting a set of enemies, segments, weapons that will remind players of the 1980's era of gaming. Even if those weapons aren't particularly well animated (Static sword model slashing left to right at the bottom of the screen, an arrow shooting out of your face, fireballs coming out of your face or the end of a static magic wand).
Other games to consider for 8-Bit World Ideas:
Faxanadu (NES)
http://www.mobygames.com/game/nes/faxanadu/screenshots
Legacy of the Wizard (NES)
http://www.mobygames.com/game/nes/legacy-of-the-wizard/screenshots
Zelda II: The Adventures of Link (NES)
http://www.mobygames.com/game/zelda-ii-the-adventure-of-link/screenshots
Blaster Master (NES)
http://www.mobygames.com/game/blaster-master/screenshots
...and the list goes on and on. I'd like to hear all possible feedback on this, including things like pricing (if it comes to that) though, I'm deliberately trying to keep the detail level of the models and environments "simple". In many cases, repeating tile texturemapping will likely do the trick.
http://www.imdb.com/name/nm2831087/