Product Chat / When will we be able to create games?

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Titantropo
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Posted: 29th Mar 2014 01:20
As someone already said (I believe it was Ulman, sorry if it was another forum user) a final version will only be available somewhere in 2015. And a game takes several months to produce. So any game will only be finished in 2016. Or maybe 2017. That's way to long. Wouldn't it be possible to have a beta version that allows users to make the maps even if we have low fps? And then every new beta update won't erase all the work done, will only improve what we had already done, until the final version has all set to high quality standards.

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Jerry Tremble
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Posted: 29th Mar 2014 01:25
There is no reason that I can think of not to start now! Personally I am mulling over several ideas before I start making anything while also studying LUA, modeling etc. Go for it!
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almightyhood
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Posted: 29th Mar 2014 01:42
well tbh I been holding back making anything keepable for now due to the problems of memory and lack of knowledge of whats possible within the editor.

but with conkit/character creater, these new tree's/models upgrades and all the promising info we're getting from tgc about the next beta, I don't see why it should have to wait much longer really.



I have been working out story idea's ,and some of the scripts people have been working on already makes the starts of agame possible to some degree, but as with everything planning and organising is key for me right while we wait for this promising next beta, fingers crossed it blows our minds away ...

evga GeForce gtx 750 ti boost2.0 2gb gddr5. win 8.1 quad core 4gb ram.
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Fane
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Posted: 29th Mar 2014 07:54
Quote: "well tbh I been holding back making anything keepable for now due to the problems of memory and lack of knowledge of whats possible within the editor.

but with conkit/character creater, these new tree's/models upgrades and all the promising info we're getting from tgc about the next beta, I don't see why it should have to wait much longer really."




yeah I think so too. I just waiting for good performance and memory and for this great tools (conkit, char edit) then I get start to create my game



Question: will LUA for FPSCR also be improved with new commands or is it finish now?

System: Win 8.1 64 / i5 @ 3,9GHz / GeForce 760 GTX 192 Bit / 8GB RAM
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Scene Commander
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Posted: 29th Mar 2014 08:25
The next beta will go a long way towards improving stability, performance and memory consumption. I can confirm from a very early pre-alpha internal version I've been testing that memory usage issues is now virtually a thing of the past. I've been able to add over 1000's unique objects (and multiples of those) without even coming near to hitting the memory cap.



I can also confirm that performance is improving daily, and will have more information on that in a few days.



While Reloaded will continue to be developed, I see no reason why you cannot plan and even start developing your project now (I am). Once performance and stabilty are confirmed by the community, all other additions will more or less be feature realated, which will only add to your game.



@Fane



LUA is far from finished and will continue to be developed alongside Reloaded.

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DVader
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Posted: 29th Mar 2014 18:17
Technically you could make a game now. Just not a shooter(or not a good one), and probably not stable But I am of the same mind as most. No point doing too much at the moment in Reloaded. I have spent hours upon hours on a few levels, only to find them fail to work on the next beta. So until we are further down the line I am no longer spending anywhere near as much time on level designing.



As to your point a game may not get finished until 2017, that's actually a fairly normal time scale for a lot of big games. Look at Duke Nukem Forever's lengthy dev time (Not that that, is normal). Matthew Smith once said, "Get enough money together to spend 6 months making a game and you will find it ends up taking 5 years." Game dev can take time even with experienced coders.



Even simple games can take time to finish and polish. We are all impatient to get cracking on something. I say if you have an actual game idea, work on it, flesh it out. Try to get as many assets made for it as you can before you start work in Reloaded. If you can have the media all done and ready by the time Reloaded is in better shape, you will have a way faster time developing the game. Also, for now, until you know what Reloaded's capable of, and also yourself of course. I would keep the design as simple as possible, with the option of complicating it down the road if possible.



Of course this is coming from someone who hates designing anything beforehand, other than the vision in his head, and likes to jump straight in with both feet! Good design though can save headaches down the road.



So take the time left for Reloaded to become more complete by getting media made, and practising with small tests, rather than grand levels for now. If your not a media maker then practice scripting possibly. Or of course wait, and try again in a few months. From all accounts the next beta should address many issues with the current one and will allow more creativity with levels. I'd still be careful how long you spend on levels that may become defunct.



I'll end it there. As I am waffling lol.

Dosedmonkey
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Posted: 30th Mar 2014 09:10
If your going to make a truely unique game. You'll probably be doing what I am, spending most my time now, playing with new tools as they are released. Writing basic script and doing concept art of different placers. And creating 3d Models and their textures in preperation for the release of the final editor.
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Emrys
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Posted: 30th Mar 2014 10:44
I'm doing exactly what DVader & Dosedmonkey are doing.



If you can't model, texture, script or anything else to with game design, then use this time to learn, I can't believe how much I've learnt in the 5 months I've been using Reloaded.







PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Gefore 760gtx 3GB

Laptop - Windows 7 32Bit, Intel Core 2 Quad Q9000, 4GB Ram, 500Gb WD, ATI Mobility Radeon HD 4850
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Super Clark
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Posted: 31st Mar 2014 02:17
Doing the same thing myself, learning what I can as I am new to

scriping games... So far I have converted 183 old FPS Creator

items,building ect and playing with scripts. Will be happy to

get new beta when lee is happy to release it.
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Titantropo
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Posted: 31st Mar 2014 20:46
I know I can start doing them. There's just no point in starting, if a new beta is launched and erases all the work done. And that is what I was trying to know: when will a "non-erase" feature will be added?

Here, there and everywhere.
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s4real
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Posted: 31st Mar 2014 22:33
Quote: " final version will only be available somewhere in 2015"




If even that people forget that the classic took 8 years to get where it got too and had a good modding back ground to push it forward.



I say we have soemthing workable by the end of the year but another 2 years before anything be as classed as a released version.



A engine is a very slow thing to make look how long half life 2 engine took to make, the engine is the slowest part of game dev.



Once the engine made games can be pushed out in about 6 to 8 months, look how fast call of duty games come out when using the same engine.



Call of duty ghost took a lot longer as the game engine was re-wrote but does not seem that long as all the other call of dutys inbetween.



Take all that a samll team working on it and you see why its going to take sometime.



I adviced not to make any game with reloaded as the engine might change a lot over the time and all the work lost, get your models and design ready is a good idea at the moment and maybe get basic ideas in fpsc classic.



Then its a simple transfer the maps over and the models.



Best s4real

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RickV
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Posted: 1st Apr 2014 12:17
Hi,



The next Beta will see the system fine tuned and stable. After that we work on adding more script commands and that's when the engine really gives you a lot more power.



Rick

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StevenP
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Posted: 1st Apr 2014 16:54
Rick, I think you guys have your priorities straight. As a Systems Architect\Developer I understand the importance of having a solid foundation for everything else. Adding features without a solid, efficient core is like gluing a rocket engine to a scooter. Once you guys have an awesome core the features you are able to add will be only more awesome. I am also happy that scripting is a forethought with you. It is a very important feature. And for those who don't program many of us who do will most likely share many of our scripts. With scripting we'll be able to do things with Reloaded that the originally developers never thought possible.



I would ask that you make the game editor scriptable, as well. If I can add some simple GUI with scripting backend I am sure I can come up with some helpful functionality there, as well. I can put together a post and put it in the Feature Creep section.
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