Feature Creep / FPSC compatibility and interiors

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400 pound
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Posted: 1st Feb 2014 11:18
Would it be possible to interface Reloaded levels with old FPSC levels.



i.e. you have a new Reloaded level with terrain water etc. that ends with an objective like a door within a building. You use this door and it takes you to an interior level developed in the the old FPS Creator. You can then explore that level to an objective that can take you back to a Reloaded level.



The benefits are backwards compatibility for everything you have created using FPSC (including levels, entities and segments) and the ability to have massive interiors including underground levels in your new Reloaded games.



This would it just be a matter of switching between levels and might be a good short term fix whilst you think about the interior spaces for Reloaded?
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Uman
GameGuru TGC Backer
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Posted: 5th Feb 2014 16:05
Short tern fixes are not an anwswer to anything. We have too many of those - wasteful of the developers and users time and resources in such instances as major features with major amounts of those things to be wasted not withstanding causing ongoing bugs, issues, instability and frustrations along the way which take investment in time and attention away from actual progress of anything that will eventually form part of the product. This apart from wasting a great deal of money caused by such sidetracking and going around in circles which can be ill afforded and better spent on adding something of real helpful value to game makers.



Permanent and stable first instance getting it right features is whats needed of a better quality nature than previously used wherever possible.



Forwards compatibility and improvements over whats gone before and for the future of users game making needs is whats required and always was from the outset.
400 pound
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Posted: 6th Feb 2014 19:36
OK not a short term fix then. Why not make it a permanent feature? You can then switch between Reloaded and FPSC levels you have already made and so potentially save users time as FPSC levels will not need to be re-created?
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Thurnok
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Posted: 15th Feb 2014 21:06
The differences between FPSC and FPSC:R will prevent this. It would be extremely prohibitive to try and have "on the fly" backward compatibility support in FPSC:R for FPSC maps, entities, segments, etc.



The design architecture is simply too different, and it would cost too many man hours to redesign the architecture to implement such a thing. And it is very doubtful there would be much demand for it as well.



You might see some importers, or converters for assets however, as has been mentioned on the forums previously. But I'd say it is too early to tell.
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