Thanks everyone! This is definitely something I'm going to check out. I've been working with DBP for quite some time now, and as a result I ended up not thinking I would really *need* FPSC, but the more I hear about it the cooler it sounds, and it would be truly awesome to make a game without having to spend months and months coding every minute aspect of the engine (I'm a horrible programmer, but hey, that's what having a team is for, hehe). You'll definitely see me around the FPSC forums in the coming months!
I have a few more questions for you guys. I apologize in advance for being annoying about this stuff... like I said previously, all of my experience is in DBP and most of that comes from being a designer, and FPSC is every designer's fantasy program. Anyway, here's a few more questions. A few of them aren't media-related, but It would be silly (imo) to go and make a second thread when I already have a questions-based thread going. Anyway...
(5) Is there a way to make FMV's with FPSC? Not hardcore, heavily-animated ones obviously, but could you make miniature "in-game" FMVs, or would I need to break out Max for that? It seems like I'd need to use Max, but I figured I'd ask just in case this can literally do *everything*.
(6) What are the pros and limitations of an FPSC game's frontend and GUI stuff? Is it relatively easy to modify and personalize the game's frontend and GUI? The game I'm hoping to make wouldn't have a health bar and all that fun stuff
(7) Can FPSC games be integrated into DBP pipelines/ programs? For instance, could I make my frontend and credits run via DBP but have FPSC handle the actual game?
(8) How does the system handle loading? Does each level end up with a load screen, or does the game do "background loading" for seemless play? I assume it has load screens but I'm asking just to be sure.
(9) How's FPSC's multiplayer functionality? What's the high limit on number of players? Can you create various forms of online play, or does it have to be deathmatch?
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and finally ~
(10) Do the levels need to run sequentially/ in a linear way? Could I have the game set up so that, as an example, level 1 was a town, and the other levels were interiors for buildings in that town, accessed based on where the player goes and what he or she does? Or does FPSC force you to make a game where level 1 always leads into level 2, and you can never return to level 1?
Again, I apologize for the long list of questions. I just want to be absolutely positive that this is exactly what I want, and I always find the best way to know is by asking the people with experience
. I'll download the demo right now and give it a whirl. Thanks for all of the help!
@ Fred: Thanks about the sig
I figure a lot of people are getting bored of it though... I might be changing it soon. Then again I always say that and never actually do it, lol.
"In an interstellar burst, I'm back to save the universe"