Hello there community!
You might wonder why I didn't post this in the official thread on the topic. To be honest, this thread is not just about what I think should be implemented in FPSC² / Reloaded, it is also about my personal 7 years of experience with FPSC and several Mods and it is also to educate some of the less experienced users that don't know that much about the subject but still shout out suggestions to TGC.
I'll also point some fingers in this very long thread so...buckle up!
Note that I try to write this in the best english I can this early in the morning
Direct X9 Limitations
A reoccuring argument that already manifested itself in the FPSC X9 / X10 Discussion is/are the limitations of DirectX9. Many substandart engines I've seen and tried blame a variety of just badly written code and clunky designchoices to DirectX9 limitations.(thats just lazy)
DirectX11 isn't that important.
Before you start to furiously punch an angry response to me in your keyboard, please look up what DirectX actually is... check out some of its keyfeatures and you will see that a lot of DirectX11 / 10 effects are way out of a reasonable goal for indie developers. If you are still in the state of mind that you try to achieve graphicsquality as you see in recent games post 2005 by drag and dropping content somebody made for you in FPSC this thread isn't for you. Everyone past that state knows the difference between graphics and aesthetics and can keep on reading
I would like to see TGC adding access to X10/11 technologies to FPSCreator but this is a secondary objective. I dont want to see the TGC team sitting there for hours to give us Direct X features most of us wont even use to a point where it would matter and therefore have less time to focus on more important aspects of the software.
If you still don't agree with me on this...thats okay. Allow me to point out a variety of things you might not yet know:
I know when people yell DirectX they mostly talk about graphics so:
Every game you will ever play on the XBox 360 will run Direct X9 only. I challenge you to create games that look better than recent XBox titles.
I even played a lot of games with recent visual quality like crysis, bioshock etc. on X9 only as I didnt switch to an X10 compatible OS back when these came out. The difference was only noticable if you looked for it in these titles.
From a realistic point of view: FPSCreator can not have the power of Unity or UDK...its better to accept this right away instead of throwing fantasysuggestions at TGC.
I am completely aware of recent DX performance enhancment but then again...if we look back at FPSC. There isnt that much performance enhancment. Those of us who have been there since V1.0 have seen it all but even though it advanced drastically I would much rather like to see a well designed DX9 engine which TGC is used to work with than another X10 that will fall apart. A second pullout as big as the X10 one would shine a bad light on TGC.
What is FPSCreator to TGC?:
(you can scroll down to the last segment of this point if you want to keep this short.)
People around here who have red my numerous remarks about what makes FPSCreator great (creative community and approachability to outline this once again) might have red my thoughts on this but I would like to elaborate on it a bit:
It might seem to be offensive to the TGC Crowd so yeah, I think you guys work wonders and are an overall nice bunch but FPSCreator was never ment to be a serious game development tool. It has been handled, marketed, developed as a game (it has also been received as such by the general public hence all the "I can't believe its FPSC" comments around the web issued to more advanced games made in FPSC.)
I always felt like FPSC hasn't been taken as serious as TGC's other projects. (Dark Basic Pro, AppGameKit etc.)
It has been marketed and developed to reach a teenie audience... (I know this for sure as they described it as "Game Making for Teens" on their new webpagedesign a while ago...the community felt this to be misplaced so they changed it to "explosive gamemaking".)
...too old for the 3D game maker.
It was the community who drove FPSC in the direction it took almost 1 year after its release to an approachable development environment. However, all the updates tagged on a rather unstable matrix didn't solve all the main-issues and led to the software reaching its zenith recently with the memory cap.
Bare with me here, I have a point, I promise! I'll get to that later:
FPSCreator is unique in its simplicity. I can say wholeheartedly, or however you spell that, that it is
the tool for newbies interested in gamedevelopment.
I have seen many people picking up FPSC and growing in talented gamemakers. Most have started without any prior knowledge and have grown through FPSC and discovered their place in the medium. Be that designer, coder, model artist, musician etc.
I even know people who just picked up FPSC to try and for some fun that ended up in the games academy and later in the business...and thats awesome!
So how can this be? Simple: FPSC allows everyone, unlike any other engine, to get some results right away. This can horribly backfire and produce a lot of crap that will shine a bad light on FPSC in the general gamer/developer conciousness but then again this is less important. Maybe have an IQ Test on your first start of FPSC2 and if its below ...say 120 you can't use the software?
Just kidding!
I can do games in FPSC that get noticed even though I couldn't ever make a game otherwise. I discovered my place in the world of gamecreation as artist and general designer who can't code hello world without looking up the commands. (okay, thats an exageration but you get the picture) However, using FPSC's premade core engine and incredibly ingenious scripting system even I can make complex ingame puzzles happen.
Which brings us to the next focal point: FPSC has given birth to many really cool games that may have never seen the light of day if it wasnt for this software. It is crucial that it reminds as approachable as it is but it would be wise to take a look at some of the more advanced FPSC projects out there:
A lot of them either are or have first person adventure elements (finding clues, solving puzzles.) I would take this in consideration if I would be to rewrite the software.
Essentially, TGC should design FPSC around these core values and maybe expand on a lot of elements. Browsind the community made games by the advanced users and comparing the ideas with the results. the ambitions with the possibilities.
I would much rather like to see a more efficient tool for lone developers/artists/beginners than a 3D Game Maker on steroids being marketed as a game for teenagers.
My biggest Problem:
Using the software for years now, I can handle most of the issues newcomers point out and I believe I
could make some legit indiegames that might sell a bit if there wouldn't be the horrid optimisation that we all experience as the gutwrenching terror we call the memory cap.
Recently I tried to create a level which consisted of 2 rooms without any noteworsy content. (only a few barrels and pipes and 2 fuseboxes) and a larger storage area that led to a small control room with some screens. The level is kept as minimalistic as possible using almost only cubic detail props and I don't need to tell you that this is hardly a level.
Its just a kiss of death for a game that tries to tell a story or get the player hooked to gameplay and tone if it beats you over the head with a loading screen every 4 minutes.
thats right! If I test my really large levels I only get 4 minutes of
maximum gameplay length. This is inexcusable. Of course, players who are new to the level might need longer as I give them some puzzles and backtracking to do but the point is still valid. 4 simple rooms is no legit level for a genre which often lives of large and complex environemnts. (I mean, just think of the classic fps games prior to the boom of setpiece shooters... Games like Doom and quake had great architecture and large levels at the time)
I can not underline enough how deeply this issue wounds fpscreator to a point where I had to discontinue a lot of projects and even contemplate leaving FPSCreator as a whole.
I will now show you a list of projects I had to cancel as they would not be realisable within the boundaries of FPSC's memory cap. Please take a look at the simple leveldesign which is constrained to mostly small indoor areas as I was always aware of this issue and tried numerous approaches to defeat it with unstatisfying results.
[href=http://forum.thegamecreators.com/?m=forum_view&t=185350&b=25]
Shavra: Dead Frequency[/href]
The levels did simply not build after I added weapons and enemies even though I put a lot of effort in keeping them under a certain amount of polygons, effects and textures.
Psishock
Psishock looked great on the drawing board and it was designed to be a first person adventure with a lot of documents to read and puzzles to solve. I wanted this to be my first legit game since the popularity of euthanasia...kind of to deliver an actually good horrorthemed game. To make it work flawlessly in FPSC I designed the setting to be very claustrophobic and dimly lit.
Now that I have designed a game that relies on small rooms and corridors I can make these shine in, for indie standarts, good visuals right? wrong!
Relict
My best received title in this community. The game had a daringly large scope for FPSC and I managed to get everything working! I had an inventory system that was none but you couldnt tell the difference, I had multiple choice dialogues with animations and voiceacting, I had magic, I had puzzles, I had the visuals.
I couldn't make levels that flew well and lasted longer than 4 minutes.
You see! I pointed out earlier that implementing new DX would not be that necessary and I stand by that point! I would not be opposed to FPSC being a 32 bit application at all... From my point of view: The
primary focus of a rewrite/overhaul would be optimising the engine so we could make legit FPS levels.
I dont expect it to handle big outdoor scenes or overly detailed rooms. You can certainly see that I am not asking for much...just please find a solution to this problem.
If I only could pick Psishock and Relikt back up in the near future I would be more than pleased
Cross Plattform:
Technologie is exploding around us and we get major engines like Unity and UDK to support awesome 3D on tablets and phones... and of course some of you want this for FPSC.
I know you do, I even saw someone who I'm not particulary fond of to ask for android support. I beg of you, before you clutter TGC with requests...do some research and once you have a certain understanding of the technologie other than none at all, bring your suggestions to Rick in the stickied thread. We are still having lagspikes and optimisation problems with FPSC on computers. I see no way to have it run on a mobile phone or tablet. I know that some of you want this to make some cash as the shooter community for tablets is not yet Jaded with AAA titles.
Xbox and Playstation ports are a timeconsuming and difficult part of gamedevelopment and can go horribly wrong. Did you know this?
Read this paragraph again.
Now again.
Okay! Did you get the part with this being a large undertaking for professional studios? Good! I see it being possible to get FPSC games to port to Xbox or whatever but I see this as a major undertaking for the TGC crowd to achieve properly.
Mac and Linux? Sure! Once you get that memorycap issue fixed I'd like to be able to tap into these operating systems as there aren't that many games for these to begin with.
I am no coder and might be wrong on this. Its just my point of view.
Bad AI?
The AI in FPSC Games is simple...you know...like in
Return to castle wolfenstein
Chaser
Doom 1 to 3
Call of Duty (yes)
And you can get enemies easily to get in cover behind a barrel and react to the player. You can even make a stealth system using dynamic lights as invisible trigger zones to interact with some of the static ligting (its almost possible to make a legit splinter cell game...if you could make a level large enough for proper alternate routes)
What? You can't do all these things? thats properly because you didn't look enough into the scripting language. A bit more than not at all would have already given you an idea of what you could do.
Okay! You can't have hyper intelligent enemies as in FEAR but you certainly can have simple responsive enemies like in Call of Duty.
EAI's task force characters have outlined some pretty advanced stuff in terms of indiegames... but all you really need for a challenging shooters are enemies that spawn once you enter a certain area and then execute a script that either makes them interact with waypoints or to freely move through your room (depending on the design). I recently discussed this with Bugsy who designed a bunch of responsive enemies that consume very little memory and performance by still being effective.
My point in this segment is that FPSC's script system is so great and simple that you can do a ton of things (if you dont load too many pictures and sounds otherwise you will encounter the memorycap monster) without being a mastercoder. Its perfect for people like me who concider large paragraphs of code disturbing.
Now a lot of people complain about the AI ...and you can call me biased... I just know that they didn't even write or modify one script beforehand.
This seems rather annoying to me.
If you really ...
really... expect to just drag and drop enemies in your editor without any work on them whatsoever and you expect them to react the way enemies do in shooters from studios who spent millions on their project ... well... that is a little bit obnoxious wouldn't you say? Honestly?
EAI did a great job on making his chars execute good scripts, including a simple system for allies, for the drag and drop crowd that are not yet ready for custom script and ... ah! who am I kidding here? The lazy folks and the teenies who only click some content together in the editor without any effort from their part.
Bugsy argued that a lot of these people don't complain about the AI but the animations which are pretty awkward on stockchars.
If you, TGC, are going to work on the Scripting and AI commands... please keep them as simple and efficient as they already are...some of us really appreciate and count on it!
Physics:
It would be nice to have a working physics system. I mean, in FPSC x9 we where almost there... If the system we already had would have worked properly we could do Amnesia/Penumbra'esque games.
Problems:
*Lighting. Dynamic objects didn't blend in with the static lighting.
*Objects tend to fall out of the map which would make a game that would rely on a physics puzzle unsolvable.
*Objects tend to fall and jump around. They glitch quite often.
*Maybe a more reliable ragdoll system.
Again: I don't really expect you to get us anything ground breaking...just make what is already there work.
Save / Load feature
The Save and Load game feature needs to work reliably and flawlessly. This is another issue based on FPSC's core design as it originally didn't have a save/load system and the tagged on one never worked without flaws.
It is important. Really important.
Multiplayer
If you have to get into multiplayer...please make it a stable, yet simple addon... I really don't see a point in wasting too much time and energy on it but this is personal. I don't like multiplayer games that go beyond capture the flag and team deathmatch.
For this next segment, I will quote some things I noticed.
Code it with C. Make it modern with all the standard features of this era, while still maintaining the simplicity and innovativeness of the editor and you've got yourselves a cash cow
And a workload for another 5 or even more years
I highly doubt that TGC will use any other coding language than the lates DBPro build. It is their own licensed coding language.
It would be nice to see though but ... I don't need to have it.
Quote: "The Game Creators Ltd AppGameKit is our new cross platform tech moving forward. Freedom is part of that and taking baby steps. A new FPSC would use AppGameKit tech (cross platform). Try not to judge us on the past, we have learnt a lot and we're a bigger team. We will also find out what you all want in and FPSC 2 before starting it."
Yeah. I remain skeptical about this idea... sorry guys.
Quote: "another thing is, I would have to be able to use all my old media and models and scripts easily, without a ridiculous conversion process. I'd hope for the same folderstructure."
True! It would be absolutely necessary to be able to easily migrate our extensive media collection/ our hard work into the new fpsc. The folderstructure can change though, its better than in UDK but could be improved as it gets rather megalithic if you just own all modelpacks.
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Well, I haven't gotten as far into details as I wanted to, but I feel that if I keep going, nobody will read this and it would be a waste of effort.
So yes! TGC, I believe in you guys, you are great! Please deliver on this. Also if you read this, could you give me a word wether or not you get onto that memory cap issue? Its important to me, if you feel like you won't be able to do significant changes give me a shout so I can prototype media for 2013 projects to be more like early PS1 games (Silent Hill, Metal Gear)
Please, If you disagree or agree with me, feel free to explain and I ... don't know if opening a new thread for this was completely justified.
Have a great monday guys!
-Wolf