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Are you creating a FPS? #405034
07/21/12 15:59
07/21/12 15:59
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline OP
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Error014  Offline OP
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Joined: Jul 2002
Posts: 3,208
Germany
Why?



Not trying to be witty here (no more than usual, at least), but it seems to me - and yes, this is entirely subjective, but there's little objectivity in this industry - that FPS are probably the hardest genre to compete in, and I'd assume they're kind of... tedious to work on. It requires so much work to come even close to what is considered "standard" there that it seems like it'd be tough and not fun at all to do.

So are you using innovative, new mechanics that really change things up (and can be seen at a glance and explained in one sentence)?
If not, then, well, let me know what I'm missing about this genre.
I understand that the process of creating such a game itself could be valuable and fun for some, but I can't imagine that being true for a long time, working on something for so long just for yourself?

Also, let's be honest here, weapons kind of suck. But then, that's something everyone agrees on.



Alternative thread title: "Appeal of the manshoots"



Perhaps this post will get me points for originality at least.

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Re: Are you creating a FPS? [Re: Error014] #405045
07/21/12 20:16
07/21/12 20:16
Joined: Apr 2008
Posts: 650
Sajeth Offline
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Sajeth  Offline
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Posts: 650
No, of course not. Who'd be doing an FPS?
We're all working on our planned FPSRPGRTSMMO. Already got the basic idea, just need someone to take care of the graphics. And sound. And coding.


Teleschrott-Fan.
Re: Are you creating a FPS? [Re: Sajeth] #405052
07/22/12 01:18
07/22/12 01:18
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Posts: 4,305
And calling yourself CEO...

----

I think FPS are intriguing at first.
Most engines provide tha basic buildingsteps to make a simple FPS run.
(Walking, Shooting, GUI, FPS friendly leveldesign)
Giving the hobby CEO quick first results.

Sticking in some crammed together Models (with inconsistant stlye), and overtly expensive Shaders, then dreaming that
this will close in to a Crysis Level.

FPS are like a honeypot to new devs, they seem easy at first.


RTS for example are much much less common as "first" projects,
simply because the amount of work needed to get it running (not just a pretty level with some models)
as prototype is much larger.

If new devs would take a realistic path, we would
see many more Pong,Snake,Super Mario,Angry Birds and Bejeweld clones.
Gametypes that have a simpler architecture, and
the option to pull off a full and consistant game as a hobby developer.

Re: Are you creating a FPS? [Re: Damocles] #405080
07/23/12 08:15
07/23/12 08:15
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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In the days of A4/5 it was quite possible to achieve the quality of an AAA fps. Nowadays techniques have improved a lot and the number of employees is a lot higher than in the past. Still almost all beginner's engines are designed to make shooter games. I think damocles knows best about the difficulties of writing an RTS with Gamestudio.


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Re: Are you creating a FPS? [Re: mk_1] #405113
07/23/12 20:08
07/23/12 20:08
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Sticking in some crammed together Models (with inconsistant stlye), and overtly expensive Shaders, then dreaming that
this will close in to a Crysis Level.


If you target FPS , and prhaps selling something, i would like to give you and advice :
Take UT3 engine, or Crysis indeed, they have latest shaders, powerfull scene management, advanced pathfinding system, advanced physics.
What you will need will be to find a good team of 3D artists or you'll be sticked to the AAA quality default 3d models
and textures of these engines.

I played a lot FPS, i'm somewhat borred now,Bioshock was a great alternative.
Half Life 2 brought great physic puzzles.
Skyrim have some great FPS camera system very immersive.
Metroid on Gamecube was great also.
Minecraft brought originality and free crafting system.

Shooter games are too much the same, not enought innovation.
Game makers should think of more interaction , less shooting or fighting and more other special actions.

Re: Are you creating a FPS? [Re: ratchet] #405120
07/24/12 07:31
07/24/12 07:31
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
True words, Bioshock was indeed a great gameplay idea!
But the problem with most shooters is that you don't think about shooting someone...
Minecraft has the Hardcore-Mode where you loose your whole progress if you die
i think if a tactical shooter is like this, it would be an awesome game
because the mission will be the fun, not shooting others (because they can also shoot back wink )


Visit my site: www.masterq32.de
Re: Are you creating a FPS? [Re: MasterQ32] #405121
07/24/12 07:54
07/24/12 07:54
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: MasterQ32
Hardcore-Mode where you loose your whole progress if you die
i think if a tactical shooter is like this, it would be an awesome game


That would force people to repeatedtly press quick save and quick load, which is no fun at all either. You simply can't do that - it is discouraging people.

Originally Posted By: MasterQ32
because the mission will be the fun, not shooting others
And voilá, you nailed the stealth genre. Thief, Slinter Cell, anyone? wink

Re: Are you creating a FPS? [Re: HeelX] #405124
07/24/12 09:09
07/24/12 09:09
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:
That would force people to repeatedtly press quick save and quick load, which is no fun at all either. You simply can't do that - it is discouraging people.
While quick save and quick load are staples of the standard FPS, they can simply be removed for hardcore mode. Or, when on hardcore mode, those options are immediately disabled upon death. Diablo 3 (a LONG game, from what I've heard) has a hardcore option, so why can't FPS games?

Also, check out the "roguelike" genre, where permadeath is part of its awesomeness. There's no reason a stealth-focused or shooter-focused first-person approach (or both) can't be brought to procedurally generated permadeath games.

But I think what we're missing is Error014's actual question, which was probably prompted by the (relatively) many FPS games coming up in the "What are you working on?" thread, and was directed towards the developers behind those projects: Why are you doing it? And similarly: what makes yours different from the many, many others out there?

EDIT: Left 4 Dead! How could I forget? Perfect example of a FPS with permadeath. Although I guess not "tactical" in the traditional sense -- playing against baddies who also have guns. But that's a perfect place for someone to step in and make something innovative, and would be a great answer to Error014's questions if a GS user was actually making that game.

Last edited by JibbSmart; 07/24/12 09:26.

Formerly known as JulzMighty.
I made KarBOOM!
Re: Are you creating a FPS? [Re: JibbSmart] #405126
07/24/12 09:52
07/24/12 09:52
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Posts: 3,207
Germany, Magdeburg
I don't know about Left 4 Dead 1, but in Left 4 Dead 2 you can be saved by a defibrilator and you respawn in the level at a certain point (or in a save room).

Re: Are you creating a FPS? [Re: Rei_Ayanami] #405129
07/24/12 10:08
07/24/12 10:08
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
True... okay, Left 4 Dead isn't a great example for permadeath.


Formerly known as JulzMighty.
I made KarBOOM!
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