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FPSC Classic Product Chat / For People Who are Having Trouble With Making Their Games

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Flatlander
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Posted: 29th Mar 2013 13:39 Edited at: 29th Mar 2013 13:40
The following is something I have thought about often. This actually can be for anyone making a game using any game making tools. But, since I use FPSC, then I thought I would post it here. It should also be more thought provoking to those who are young and not so experienced with life. It would be great if others who have thought along these lines would post to this thread as well.

So, here I go.

Making a game is a huge commitment, replete with oodles of unforeseen setbacks, design changes, software explosions (yes, there are other companies that have exploding software), and an enormous amount of overtime, all for a tiny little bundle of ideas that we hope others will love as much as we do. It's far too easy once we experience a setback to stop working, take an extended break, and never return to our work. It's not procrastination we might tell others, it's just a short time away to rest our eyes, to let our ideas simmer; but, the short break becomes a week, and then a month, and years can roll by as our little unfinished game collects dust in the corner.

Come on, if we're going to lie to others about the state of our current game, at least we should be truthful to ourselves. Tackling a lot of problems in design is hard work and many times we need to be able to admit it to ourselves that maybe our idea was wrong, it didn't work out as expected, or it's just plain not fun. My suggestion is this. Don't walk away from the whole project and simply leave the game unfinished.--try something else, even if we're unsure where this new path will take us. Maybe it won't work out, but maybe it'll be the solution to a whole host or problems. I have a favorite phrase I like to use. I first learned of it and it's meaning the first day I began to study computer programming: Trial and error. Try, make mistakes, learn from those mistakes, and try again. Now, Yoda from Star Wars, does say it a little differently but it is basically the same. A matter of word choices or semantics. Yoda said, “Do or do not… there is no try.”

When we tell ourselves and/or someone else that we will try we are more likely to give up or just stop when the first obstacle shows up.

When we say that we will do something there is more determination and power behind those words and that decision. So, when those inevitable obstacles that seems to always show up starts to block our path we need to be determined that we will do this. In that sense, we will find ways over, under, around and through the obstacles. That’s what we have to do most of the time to actually get things done. Smooth sailing without problems is pretty rare.

By making clear choices to do or not do something – and putting power behind those choices – we are more likely to actually get things done and succeed. So, if this makes more sense, then "do or do not...there is not try." But it still boils down to trial and error. There are many cliches regarding this. "If you don't succeed, then try, try again." "If you fall off a horse--or skateboard--get back on and try (do) it again. So, what I'm trying to say is this, "Do not give up."

It does come down to this, we can't really call ourselves a game designer or developer until we actually finish a game, and we can't really finish a game until we're comfortable learning from our mistakes.

So, go and finish that game and then finish another game and another. It doesn't matter if we think they're horrible, terrible piles of swill we'd be embarrassed to show our own mother. Show her anyway. They may suck, they may not, but analyze what was done that worked and didn't work. The process of designing is as much about learning as it is about creating, and no one every excelled by stopping half way. If we get discouraged, it is okay to take a break (or snort some hot coffee), but always, always come back to it quickly. Support from friends can help greatly. Involve some mates (buddies) in rounds of routine play tests. Make a party of it. Celebrate in what we do and remember to have fun. If we're not having fun, we're probably not making fun.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
s4real
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Posted: 29th Mar 2013 13:44
Nice post Flatlander

Best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
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Pirate Myke
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Posted: 29th Mar 2013 14:23
ncmako
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Posted: 29th Mar 2013 16:15
Quote: "But it still boils down to trial and error"

So true, and it feels so good when all the hard work comes together and works out.
Thanks FlatLander
007
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Posted: 29th Mar 2013 18:41
Yes, excelent post!

I would like to add some thoughts.

Everything that you want do in your life, every new project, you must dedicate yourself to it.

There is no glory without trials and tribulations, there is no relief after grief.

If you want to make a game, first of all prepare yourself with knowledge, which is the essential weapon for succeed.

If i say to people that i am working in to a fan 007 Goldeneye Game, and that the beginning of this project was from since 2009, maybe no one will believe me.

By beginning of this project i mean, from the day i discovered FPS Creator and began to dive deep into studying it and also all the tools i need for it.

I came from Advertising Market, i worked almost 5 years with Cinema 4D, but for game design i opted for 3dsmax (i purchased it in 2009, which is the version i use untill today), because the ammount of plugins and script it has compared to other softwares.

So from since that date (2009) i am studying 3dsmax. I have a good experience with Cinema 4D, but i learned it in a kind of trial and errors, but for my Game Project, i decided to begin learn 3dsmax the right way, step by step, i began with accomplishing all the examples and exercices of the 3dsmax oficial manual, and then began with another advanced tutorials (rigging, lighting, scripting, and such).

So i commited myself and organized a planned project, in which i have setup goals, and achievements, things to learn, new techniques. So i indeed wrote a plan for myself, like this:

> Model a Head 3dsmax Tutorials
> Multiple Textures Tutorials
> Test Multi Textured Objects in FPSC
> Test Global Variables in FPSC

This is just an example, and i indeed still have too much goals and achievements to accomplish. Soon i will begin to study Shader Creations and Programming, and such.

This is just to show folks here that if you want to create a game, so don`t give up, dedicate yourself to it and go for it.

I don`t know when i will finish my game, however, i know i will finish it, maybe this year, maybe when FPSC Reloaded comes to reality, i don`t know, but what i know is that i am having too much fun in this project, learning, acquring skills, relieving life distress, and such.

So i am happy with FPSC.

Cheers,

007.

Goldenye 007 N64
Burger
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Posted: 30th Mar 2013 00:41
Very good post Flatlander.

Quote: "replete with oodles of unforeseen setbacks"


The memory cap comes to mind

- An Instinctive Fear IndieDB page, download demo today!
The Zombie Killer
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Posted: 30th Mar 2013 10:24
This pretty much describes most of my time developing games.
Thanks for posting this Flatlander, it's given me some more motivation to work on some of my old projects again.

-TZK

Flatlander
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Posted: 31st Mar 2013 18:14
@TZK, I'm glad this was an impetus for you to work on some old projects.

Also, thanks to everyone else for their comments.

@Burger,

Quote: "The memory cap comes to mind"


I know, but I just make myself work around this. Because I use a higher quality light mapping I end up reaching that cap very quickly on some levels. I use "Best for quality" for lighting shadows. Full shaders are turned on and I do not reduce my texture quality. Also in the setup.ini I set the following to:

lightmaptexsize=1024
lightmapquality=50

The quality I had at 75 one time but decided to try a smaller value with which I'm satisfied.

There are times I need to break up the level if it reaches the cap. There is one level that is broken into four levels. If I had all default values for light mapping and textures, I could have used only one level. However, I cannot compromise the quality for that. It's a matter of making the four levels interesting enough that the player doesn't realize he has to wait for another level to load in order to play the game in the same "area."

Anyway, compromising with something is always needed to continue on with the game.


I'm addicted to programming and coffee!
rolfy
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Posted: 31st Mar 2013 21:05 Edited at: 31st Mar 2013 21:21
Very inspiring post Flatlander, if I may I would like to add my own two cents worth to it.

I think that most folks give up for two reasons the reason you state above is very relevant but I also think its to do with how we handle criticism.
When we first start out with something its hard going no matter what it is and with FPSC its harder than may first appear, the promise of creating a game without programming knowledge is true enough but its not going to be a great game and in fact is going to open you up to all sorts of criticism from all quarters.
The first time you place a couple of segments with lights and a character then fire up test level is probably the most awesome moment you will ever have with it and it sucks you in right there.
You start having all sorts of grand ideas about what you can do with this software and you soon realise there are many, many things to work out to achieve it.

Your ability to handle criticism comes into play when you post your first WIP thread, here's some things to think of when you do.
There are two kinds of criticism, constructive and nitpicking for the sake of it.

We all know what constructive criticism is and no need to go into it except to say it is usually a little praise followed by advice on how to improve our work. One thing to be remembered about this is that even this kind of criticism is only an opinion. Sometimes advice may be technical and thats the best kind, but the design aspects of your game are yours and its your call at the end of the day, remember that. If you want to create a commercial game then by all means take on some of the crit, but you cant please everyone and there will always be someone who finds fault no matter what you do.

You are the artist and this is your creation so put your soul into it and it will stand out.

We all know when someone is offering constructive criticism and when they are simply nitpicking for the sake of it and its human nature to retaliate when an idiot tries to cut the legs from under us, or in their little minds they are 'cutting you down to size', remember when they do this they are cutting you down to their size which is pretty small so why bother yourself, ignore the insects, don't lower yourself to their level. NEVER walk away and give up because of it.

Above all enjoy your Art and enjoy creating.

I don't trip over...I do random gravity checks.
Burger
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Posted: 1st Apr 2013 11:22
Quote: "The first time you place a couple of segments with lights and a character then fire up test level is probably the most awesome moment you will ever have with it"


Quote: "You start having all sorts of grand ideas about what you can do with this software and you soon realise there are many, many things to work out to achieve it."


So very true. Do you still have you're first FPSC levels? I do, hehe they're terrible, but fantastic only to me. But looking back at them now I can see why I begun using FPSC.

- An Instinctive Fear IndieDB page, download demo today!
Flatlander
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Posted: 1st Apr 2013 14:21 Edited at: 1st Apr 2013 14:25
Thanks Rolfy for your personal thoughts on this. I was hoping and still am that others will add to this.

Quote: "The first time you place a couple of segments with lights and a character then fire up test level is probably the most awesome moment you will ever have with it and it sucks you in right there."


You bet I remember. My memory's not real good but this is one of those times I was just awe struck. I mean I got all goose bumply (even at my age)! I thought I had the power, man!

Burger, yes, I still have my first levels.

After I was sucked into it and made some really cool (I thought so at the time) levels I was walking around thinking I was in a game. I now know why Shakespeare said, "All the world's a stage." I really felt like it and living it. I saw everything in the real world as a created level. :LOL:

Addendum:

My infamous addendums

Hey, 007 I missed your post. Just read it. Thanks for your input. Also, thanks to all who have read this thread and enjoyed it or found it inspiring. I appreciate everybody in this forums.


I'm addicted to programming and coffee!
007
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Posted: 1st Apr 2013 17:35 Edited at: 1st Apr 2013 17:37
Quote: "Hey, 007 I missed your post. Just read it. Thanks for your input."


Hello Flatlander,

I am happy to contribute to this great community. Just i like to stress the point that for any development process, especially game making (which is the issue here), we need planning, because if you have a good planning for your project, setting up the goals and achievements, organize yourself, having a specific time for day to dedicate it for your project, i am sure you will succeed.

I think that projects who does not have a good planning, make you fell lost, so you think "from where i will begin". Other times you may wonder "where i will go now?". I love to read about making offs, i think each week i go there and whatch some making offs from games on Youtube, i like to visit blog of game designers and developers, so i learn how they create their games.

One recent making off i have seen was from Metroid Prime Trilogy on Nintendo Wii, the Retro Studios Team. Something interesting is that each week they had a reunion where all the members team show their progress on each area, what can be done better and such.

If you see, those professional developers, some of them even have one man called "Project Manager" or something like, which is the guy who organizes the team, setup achievements for each group, goals, and such.

But the diference, is that when you are a solo-indie developer, you must "morph" yourself into all categories like level designer, character modeller, animator, texture artist, project manager, director, and such...

However, is not impossible, yet, us very possible, and i think the fun is even greater when you see that finally you did it, after a lot of trouble, hardships and headaches.

Goldenye 007 N64
bruce3371
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Posted: 2nd Apr 2013 01:29
Good post Flatlander (and posts by others).
Just to add my own thoughts on the subject; I think people tend to underestimate what's involved in creating a game, even with a program like FPSC. From planning and designing, through development, then packaging and distribution.
Although I guess it depends on how seriously we take our projects, whether it's just for fun, or if we eventually want to produce a commercial game.
There's a lot involved. And sometimes we can get disheartened at thought of exactly what's involved, and that's maybe why sometimes people give up.
For myself, it seems like I've been working on Seclusion forever! However, I'm still just as determined to finish the game as I was when I started, even knowing that I've got a long way to go before even the shareware version is ready for release!

elbow
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Posted: 6th Apr 2013 16:25
Thanks Flatlander for a thought-provoking post.

I have been working on my game now for 2 years and 3 months and have quit twice. Last time was two months ago, when I gave up, reoriented my life and started refocusing my hours.

But I have a buddy. Although he is on another continent, he walks the walk with me. He walks through my finished levels (8 so far), points out dead-ends and fixes potholes on the way. I didn't have the guts to tell him I was finished.

Next thing, he's returning one level, fixing code and discussing my game. This motivated me to reopen the game and continue!

It's like going to the gym: when you have a partner, you hardly ever miss a session, but try going alone...

My first bit of advice is to find someone like-minded who can work with you on your game. Even if it's only to advise or pick you up when you falter.


Secondly, figure out what your weaknesses are and then make use of artists who can assist you in the areas where you lack. The artists here are very reasonable in their pricing (even when your local currency is 9 to 1 US$).

Happy game making.

Eugene
Flatlander
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Posted: 9th Apr 2013 05:53 Edited at: 9th Apr 2013 05:54
Thanks Bruce and elbow.


We Need!

DETERMINATION





TENACITY





I'm addicted to programming and coffee!
Tax 78
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Posted: 9th Apr 2013 12:02
DETERMINATION

ahahahahaahahhahaha

Sorry but I use a translator
Ldewitt
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Posted: 9th Apr 2013 19:03
Great post, i got back to working on my game today after 3 days of break and as soon as i tested it (and the game scared me half to death) i realised how quickly i forgot things! but now im ready to keep going til the game is done!
Ekipshi
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Posted: 9th Apr 2013 20:28
I'll admit, I do get discouraged at times when things don't go as planned. Usually I run into many issues which I can persist at until they are clear. Then though, a rather large issue appears, which I keep throwing myself at till I'm bloodied and beaten, and either it will stay and I give up for a while, or it WILL clear, but afterward, it seems the next issue, as small as it may be seems larger than it really is, and I lose it.

I don't like it, I keep saying I should work on it, but then I remember why I stopped, and I shy away again.
Over a time, I do regain the vigor to bear through and overcome all the little tantrums FPSC throws.

Reading through this thread however has given me some useful advice and some insight as to how to deal with these "Devving Blues"

Thanks for starting this thread up, I hope it helps more people as it did for seemingly many who have already posted here.

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