Quote: "i can't belive these people are trying to compare a independent game made with the fpsc to the new modern games of today, wich some can get to cost millions, people this isn't even a fair comparation"
Exactly, so why say "FPSC is commercial quality?"
I'm not saying FPSC is
bad, just that it isn't even intended to be in that kinda league.
Quote: "hey grunt !! let me see what you got first ! okay !? you said you migrated to udk, did you ever managed to acomplish more than wolf even with udk ? all by yourself ? i got to admit you've got some nerves at that time, but what've you acomplished so far, it's been a while you got to have something right ?"
I left game design altogether. I now write short stories.
I always got into game design to tell stories, but they need more than one man to make them. This way, I can tell stories without needing the help of others.
I did, however, get a tonne done in UDK. Custom AI, vehicles. Various stuff like a Warthog-type jeep with two seats. The driver had a small markerlight turret that could be used for spotting targets for the gunner, in the side seat. Gunner had control of the rear minigun for taking out said targets.
Then I had a few gunship variants. A light attack gunship with a forward chin gun that had a steady round-a-second rate of fire for taking out other vehicles, plus a pair of homing missile launchers for the same effect. I almost managed to get side seats to work, so the single pilot could escort two teammates, either to augment firepower, or drop and pick them up if needs be.
Other gunship was a heavier variant, single occupant. Primary was a pair of miniguns, secondary racked up a salvo of eight missiles, non-homing, that could be unleashed on ground and air targets to obliterate defenses. I was working on an underbelly turret that would seek my Homing Missile class and shoot down anyway incoming to the vehicle, but there was issues with coding the missiles to fall out of the sky rather than explode.
Plus various turret designs. Emplaced and immobile, I had homing missiles, focused lasers for accurate anti-air takedowns, especially en masse. Mortar turrets modelled on the Halo Wraith. Minigun turrets, flamethrower turrets, Anti-Air burst fire Flak turrrets. Turrets were a great way to learn more complex weapon programming.
Got a custom pawn sorted, but the animations were a little clunky. Custom weapons had similar problems, so my plan was to make a vehicular FPS, with very few personnel weapons. Stuff like man-portable homing missile launchers were a given, plus various other weapon types, and my personal favourite, the TITR.
Basically a plasma rifle that the player could control the finesse of the magnetic field. Ratchet it to the max, and it becomes a perfectly accurate, kills-on-headshot sniper rifle. Then in had semi-auto mode, full-auto, and flamethrower. Each decreased range, power and accuracy in favour of rate of fire and power consumption. I managed to get the auto charging system done, as well as each version. However I had issues with programming the ability to dynamically change it after the player made their first setting.
I did all that in a year of UDK, way more than I ever achieved in several years of FPSC.