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FPSC Classic Product Chat / commercial validity

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crow34
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Posted: 27th Oct 2005 00:11 Edited at: 27th Oct 2005 00:14
when i bought fpsc my plan as a amateur indie games developer was to make a commercial quality game with fpsc

however my opinion of the game engine fpsc still remains the same that its a fantastic piece of software well worth the purchase

my question is this

after seeing some of the demos posted including my own work they seem to play the same

no matter how much custom media i put in to the game

not being a programmer i am unable to update the source code to include extra features

so does the fpsc community believe that a commercial quality game is possible with fpsc with out programming and updating the fpsc source code

i am currently struggling to add the special little magic to my game to make it look as a commercial quality game

i still believe that a commercial quality game is possible with fpsc but it needs that something special that will make it stand out

i was wondering is anybody else having the problem of making there game stand out from the rest

heres a current screenshot to show you guys what am talking about

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kraM
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Posted: 27th Oct 2005 01:47 Edited at: 27th Oct 2005 01:50
I agree with Conjured 100%, to me it's the story line that makes or breaks a game. An FPS is just that no matter what, but toss in a solid story line and you now have something to talk about.

Conjured used Harley Davidson's Ride Across America as an example, I'd like to look at a Game that went over BIG TIME!

Doom 3, What's the first thing that comes out of everyone's mouth when they talk about Doom 3? Scary! Read the reviews, talk to friends or play the game. Doom 3 is all about the fear factor. Is it not just another FPS?

My point is simple if you just want to use FPSC to toss around some levels, with no real thought (story line) driving the game then NO your NOT going to make a commercial quality game. IMHO

FPSC is a TOOL, be it a very good tool, it's still just a tool. The REAL tool thats going to get your game noticed is resting right between your ears eagerly waiting to be used.

Mark

If not for physics and law enforcement, I'd be unstoppable!
uman
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Posted: 27th Oct 2005 03:56
crow34,

Firstly may I say your screenshot is very good.

I would agree of course that a good story line and implimentation of that via all methods that FPSC will allow would be necessary in making a game of commercial quality.

Looking at your screen shot I would say that you face obviously the same kind of difficulties as we all do. One of the reasons everyones levels may look very much like having being created in FPSC no matter what you include is that we all tend by and large to be restricted by its methodology of square tile based design.

To break out of this and make FPSC made game environments more interesting, varied and professional will need thinking beyond the tile based restriction and breaking it by within reason designing interesting shapes for rooms, corridors and alike of whatever size and shape is required and building them either as one piece entities or using part segments linking to build whole sections and adding additional detail shapes as static entities.

This kind of thinking with additional creativity like utilising modern looking material effects, such as smooth metals, plastics and glass and much more will give your game a unique look.

A lot of work indeed but well worth the effort I would think and yes I am sure commercial games can be made with FPSC even without extensive programming or scripting. Even if you cant script there are many users who are helping others in this area so you should be able to find much of what you may need around the forum, or perhaps if you talk nicely to someone.

More importantly than all that - all else being equal (including good storyline) - the games that are most addictive and fun to play are the ones that sell best. So if its commercialism you want then we should all design to fit the market and not for ourselves, but in reality few do that.

Whatever you do, make it fun and addictive as well as professional and thats the best chance you can give yourself, though everyone already knows that yes........

transient
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Posted: 27th Oct 2005 04:54 Edited at: 27th Oct 2005 04:55
FPSC has only been out two months. Talking about commercial quality this and that is premature in the extreme.

It takes 3-5 years for large companies to make a major AAA title. Less for some games but not often.

That said I think FPSC is great because it actually makes the idea of completing a game possible for indi/mod developers, whether it's AAA quality or not.

If you want your game to stand out from the rest maybe an FPS isn't what you should be making in the first place.

I think perhaps you should probably try to guage your success from what fun you're having with FPSC. Dollar signs are only going to get in the way.

instinct is more valuable than intelligence.....
FernandoK
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Posted: 27th Oct 2005 05:47
There's a lot you can do to make your games your own. Hopefully, by the time you get the know the program, improvements will have been made. One of the big obstacles is frame rate, but that should be better soon, I hope. As for comercial quality, well, fooling around with this software has given me a great deal of respect for those who do this for a living. Certainly, it's a great way to learn. Reasorces are begining to crop up. It looks promising.

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uman
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Posted: 27th Oct 2005 05:53
Everyone I should think knows very well how long it takes to make an AAA title which is why I have said many times its near impossible to consider ever achieving that if we are refering to a commercial scale game. It just cant be done without massive resources and expertise of many kinds. They way I'm going you will be lucky to see a demo in 5 years leave alone any kind of game.

However, whatever the scale of game made there is no reason why any developer of any nature should not wish to see professional results in whatever they do create as well as having a fun to play end result.

As to dollars - most game makers at whatever level make games because they enjoy creating something that is a credible and tangible end result, few make any dollars out of their endeavours and if they do then they are very lucky and its undoubtedly a well earned reward.

This said in general the potential for commercialism drives many game makers to push the level of their endeavours further than would otherwise be the case so must be a good thing even if its perhaps a little unrealistic for the majority.

Aim high and you may get just that little bit further or maybe not as the case may be.

Best of luck to everyone in their gamemaking endeavours.

Jiffy
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Posted: 27th Oct 2005 09:42
I really think that FPSC is more than possible when it comes to commericial validity. After all, it is about as advanced as you want it to be (with source updating, but a lot is already customizable). I think, if you had a KILLER storyline with cutscenes, you could even sell a low end game with the included media and scripts. Wouldn't sell too well, and would only be sold on the internet (most likely), but it's still possible. I love the gun in the screenshot, crow!


Resident Evil Remake is teh fergin' best!
kraM
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Posted: 27th Oct 2005 10:13
So Conjured,

Release date of 12-07-2005. Sweet, please keep me informed as I'd like to be one of the first to buy a copy, see what I'm up against (lol) But seriously I do want to get a copy when you release it. Hey being that the release is a week before my B-Day, maybe a discount for the old man.

Mark

If not for physics and law enforcement, I'd be unstoppable!
John Y
Synergy Editor Developer
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Posted: 27th Oct 2005 10:31
Your not going to be making the next triple A hit with FPSC, but with some dedication and some ingenuity you could definately make a game which stands out. Of course being a non-programmer you are held within technical bounds, but certainly not artistic ones.

If you do learn DarkBasic Professional, and mix the two products together, then that is a whole different story. If you have the motivation to achieve what you want, then anything is possible.

kraM
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Posted: 27th Oct 2005 11:46 Edited at: 27th Oct 2005 12:02
LOL funny you should say "controversy". My second game is all about that.

Looks good Conjured, Bookmarked!
Mark

If not for physics and law enforcement, I'd be unstoppable!
Jiffy
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Posted: 27th Oct 2005 12:58
Conjured - Talk about controversy! I am hoping to *maybe* *think about* selling my game, Project Luna. I can't texture, but I am getting OK at scripting and am pretty good with 2D stuff. I don't reckon I will sell it, but I'm relying on some pretty hefty level/story design. Oh, and you spelt "Osama" wrong, unless you meant some imaginary person called "Usama" .


Resident Evil Remake is teh fergin' best!
Benjamin 2005
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Posted: 27th Oct 2005 13:09
FPSC and good quality commercial games YES!!! But......

First of all define commercial game. What's your target?

If it is creating the next Unreal, quake or anything along those lines, forget about it. When it comes to gfx it would be possible (but not guaranteed), but when it comes to the programming (or in this case scripting) power, FPSC will fail.

Will combining DBP & FPSC be powerfull enough? I don't know, I seriously doubt it. I've yet to see the release of a top title (again in the same range as the 'big boys') created with DBP.

You may as well face it from the start.... even though a number of these engines claim they can do it (Blitz 3D, 3D GameStudio, DarkBasic Pro, Torque and so on), none has proven it yet. I seriously doubt you can create a top title (which sells for around $50 or around 50 euros in the store) that is presented next to the big game studios.

But not all is lost, I do believe you can create a commercial game with FPSC. But you have to target a different market. Games created with FPSC could very well be aimed at the low budget market ($9.99 or 5-10 euros price range) and with some effort you could even target the mid range market which has been growing over the years (the $19.99-29.99 or 15-30 euros price range).

I've been involved in a number of succesfull low budget game projects that were created with less powerful and gfx wise less stunning then FPSC is.

You can create a great story like, you can create good gfx, but if the game play is bad or very limited, the game will not sell. Some of you do quote some titles of the past, but times have changed. The public is more informed and more demanding these days when it comes to A+ titles. Even larger studios/publishers aren't releasing all of their games as A+ titles anymore. They've got some great games, but there just not good enough. These games fit well in the new mid range market segment and are thriving there. I've even seen some excellent game being released as low budget, they just didn't make it into the other segment and the publishers didn't even try to market it there.

FPSC and good quality commercial games YES!!! But..... don't aim for the top, you'll only get dissapointed. Aim for the low budget or mid range market and you'll be much more succesfull and satisfied in the end. That way you can really achieve something and so not end up dissillusioned or dissapointed.

If I do use FPSC to create a FPS? What's a FPS supposed to be anyway???
Jiffy
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Posted: 28th Oct 2005 09:26 Edited at: 28th Oct 2005 09:28
Are you sure? With all the news coverage that went on following 9/11, I had only ever seen "Osama". Straaaaaaaange. Anyway, I believe you, I just have never seen that spelling before. No wonder everyone I know are idiots ! I suppose that means that I better sign that release form for a mister Osama Bin Laden then!


Resident Evil Remake is teh fergin' best!
John Y
Synergy Editor Developer
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Posted: 28th Oct 2005 12:46
The FBI can't spell, his name is Osama Bin Laden.

wgreg2001
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Posted: 30th Oct 2005 23:56
Come on guys this is a new product so it still has to grow , and it will I have used C, Basic , Cobol, and Visual Basic, and you have to be creative when designing programs

warren gregory

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