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FPSC Classic Product Chat / Tips on making an fpsc game unique?

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unbound
12
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Joined: 29th May 2012
Location: Australia
Posted: 19th Aug 2013 14:09
I'm going to be releasing a demo for my game soon and i'm looking for tips on how to make an fpsc game feel more unique.

I've got a custom alpha fading hurt HUD script and screen shaking
when hurt. I also have scripts that make the player faster when their health is low, but I need ideas for a more professional feel.

Any suggestions would be great, thanks in advance.

Game (WIP):
http://www.indiedb.com/games/operation-sigma

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Johnski
15
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 19th Aug 2013 15:32
Here are some good tips:

1: Try to avoid using stock media where you can, Maybe use a few here and there but don't over saturate the level with it.

2: Use scripts to make your game interactive (via NPC'S, Quests and Storyzones)

3: Try and think of an idea that no one else has. Fan games generally don't go down well.

4: Try to use custom media where ever possible, or make your own 3D models and import them into FPSC to have in your level.

Hope this has helped.

unbound
12
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Joined: 29th May 2012
Location: Australia
Posted: 19th Aug 2013 15:45
Quote: "Here are some good tips:

1: Try to avoid using stock media where you can, Maybe use a few here and there but don't over saturate the level with it.

2: Use scripts to make your game interactive (via NPC'S, Quests and Storyzones)

3: Try and think of an idea that no one else has. Fan games generally don't go down well.

4: Try to use custom media where ever possible, or make your own 3D models and import them into FPSC to have in your level.

Hope this has helped. "


Thanks for the reply!

I'll try having all those in the final game.

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Tomahawk
12
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Joined: 16th Dec 2012
Location: Where do you think I live?
Posted: 19th Aug 2013 19:39
Another helpful thing is to use lights in your own way have it match the type of game and story this will add to the mode and keep it unique because you can almost never have to same color of lights as another person if you use custom color.

A dude
15
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Joined: 15th Mar 2010
Location: The Solar System
Posted: 19th Aug 2013 21:16
Don't make a horror or zombie game .

Don't waste your life
Wolf
17
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 19th Aug 2013 22:29
From what I can see your game consists of rectangular metal rooms with barrels in them. Thats the problem.

A level is a design process, you need to put some work in it. Don't hesitate to look at what other games did, real life photographic reference, artworks etc. Don't hesitate to learn the basics of modeling.

So far there is really nothing in your game that looks worth trying out to me. Its a bunch of corridors and bought media put into it. I dont mind you having fun playing around with FPSC, but since you want something with a little more personality and since you present it on IndieDB, I hope you dont mind my honesty.

Another good idea would be to play around with light color nuances. Never use plain white light. Its a general rule in lightmapping. Not only in FPSC but in general.

Custom HUDs and sounds are something you should worry about once your game reaches completion.

Quote: "I'm going to be releasing a demo for my game soon and i'm looking for tips on how to make an fpsc game feel more unique.
"


I'd say its a little early for that. Judging by your IndieDB profile.

Quote: "There is no story, you're just here to kill everything you see and blow up every barrel you see."


If this really is your entire concept, why not go for a cartoon/ over the top style game. Because this concept with military gear and grey to gunmetal grey colors doesnt really work for me.



-Wolf

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"absurdity has become necessity"
unbound
12
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Joined: 29th May 2012
Location: Australia
Posted: 20th Aug 2013 09:58
By demo I don't mean i'm selling my game, of course. Just incase anyone gets that idea. But I agree that the rooms in my game are pretty boring and I have been trying to figure out what else to put in them. I used white (Technically grey) lights because Tinted yellow/blue/whatever didn't really fit the slightly futuristic setting. I'll probably have some sort of story when I'm a little bit further into development.

But overall, thanks for being honest, it makes it easier for other people to improve if you be honest. And aren't you that guy that made Euthanasia? If so, good job!

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uman
Retired Moderator
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Location: UK
Posted: 20th Aug 2013 18:25
Personally I see nothing wrong with white light or perhaps grey toned.

I would never use a coloured light unless there was a specific reason for doing so which often there is but would prefer subtle rather than strong use of colour unless as said its specifically called for perhaps in localised circumstances or other or a game calls for it for another reason.

In FPSC I have never really got that far anyway so as to need to work extensively with lighting in detail so most of mine was general lighting just to test out lights in a general sense. Not much tweaking in perfecting lighting here.

I have used coloured lights in levels quite a lot in fpsc in localised areas though they are not particularly prominent in as much as they often reflect something of the colour of their surroundings so blend in naturally somewhat rather than being harsh and obvious.

Its more a matter of how lighting is used appropriately or not in any given situation and as with all things game making somewhat a personal thing. Beauty is in the eye of the beholder and all that kind of stuff despite any recongnised general standards of good practice.

Largely I might not use any Human lights at all if they would not be found in the real world though not many places of course left that our lights don't have some influence. Eh! and there is always some light available unless there's complete darkness which don't exist in many places.



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Nickydude
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Posted: 20th Aug 2013 21:55 Edited at: 20th Aug 2013 21:56
I know I'm blowing my own trumpet here but take a look at a game I was creating a while back: http://forum.thegamecreators.com/?m=forum_view&b=25&t=136591&p=0. shows what can go into a room. Check the entire thread, there's quite a few pictures.



I reject your reality and substitute my own...

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