Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Monday, October 27, 2014

Teabone's TGC Store Products

Teabone was one of the first authors I bought from, when I first started aggregating content for this site.  I didn't spend much, his items were well priced.  However, this Canadian artist gave me several options of where to spend my pennies and I realized in comparing his products against others that a significant reason why I'm even writing this blog today was because of the choices I had to make back then when initially selecting what to get on a shoestring budget.

Teabone, a canadian, has apparently been working with or had an interest with FPSC for a long time, on the order of like eight years, if his forum profile is any clue.   He, like many other indy gamedevs has a number of interests strewn about.

His intermittently updated blog:  http://t-boneproductions.blogspot.ca/

And His TGC store:  http://en.tgcstore.net/?md=artist-view&aid=45855

Unfortunately there's not many items to review here.  Teabone has a very limited selection at this time and I must say that's a crying shame.  He's one of the better artists in the TGC community, at least in terms of his use of textures and color.  Every time I purchase I look at Teabone's store, hoping to find more to buy, but only finding the same eight or so products.  I truly hope more comes soon.

What is the one item I can't live without:  What is the one thing found in every dorm room, family dwelling, and office place?  It's so prolific yet we overlook it for less ubiquitous models.

Is that pizza bro?  Can I have a slice?

That's right, it's pizza.  A massive portion of the modern world's diet, this humble bread, cheese, sauce and toppings concoction has been vastly underrepresented in the gaming world.   Thankfully, Teabone has put a stop to it.  Now personally, I also own this:

Because this also fits in dorm rooms, family homes, and offices.

That's right.  Toilet paper.  Both of these items will cost you virtually nothing to own.   The art style meshes well with the likes of gencheff, nomis3d, HenryHam, etc.   I find that these items work so well I find myself using them in almost every single scene I do.


The bottom line:  It's top shelf art, at bargain basement prices.  Buy one.  Buy them both.  Buy everything he has.  You'll just find yourself wanting more.

Friday, October 24, 2014

Game Design Review - On Guns P2

This is a continuation of a topic in my Game Design Review series which began here:
http://fpscreloadedreview.blogspot.com/2014/10/game-design-review-on-guns-p1.html

When I think back to the original doom, and quake, I recall their weapons accuracy.  These games were fun and consistent, without all the tedious need for upgrades and add-ons just to make a gun shoot well out of the box.  It was an era of run and gun.  I really enjoyed the original Doom; it shaped all my gameplay experiences to come.

The guns back then behaved vastly more intuitively than they do today.  Oftentimes without any form of crosshair, to boot.

From this pretty awesome article: 


So let's talk terminology first.  It's a sticking point amongst many gun enthusiasts vs non-gun enthusiasts.  We see so many wrongly labelled examples it's quite maddening.  Why do we, as developers care?  People appreciate accuracy both in their weapons AND from the developers in terms of modelling game components.

Magazines vs Clips

Clips are, on the by and whole, not used anymore.  They are a relic of a bygone era save for mostly revolver clips.  A clip is a little metal piece that is used to hold bullets together.  It's flimsy and tiny, and generally is not what people are thinking of when they refer to a 'clip of bullets'.

Picture per wikipedia.

Note the distinct lack of a housing.  This defines a clip.  It's literally like a paper clip.  A simple metal piece that binds rounds together.

Some AK-47 Magazines per http://pokin-holes.blogspot.com

Not real hard to know the difference once you've seen it.  Also makes you look REALLY stupid to anyone who has even a passing interesting firearms if you're not making the distinction.

Shells, casings, and everything in between.

Similarly, the same applies to Shells.  Shells are effectively a whole, pre-fired bullet.  It includes the whole material components of the casing (usually brass or steel), the projectile (usually lead or copper), gunpowder, and a primer.

From hunter-ed.com


Often, however, people refer to empty shell casings as shells.  This is incorrect.  It's splitting hairs but do you really want to seem like an idiot to the more educated of your audience?

So, some simple education is in order on how bullets and guns ACTUALLY work.

In the beginning...

Humankind (arguably, at least in academic circles) proved his superiority both through his intellect but ALSO through his ability to throw objects which could kill his prey.  This effective 'arm reach' improvement gave a huge evolutionary advantage over similar predators.
(Source: http://phys.org/news/2013-06-chimps-humans-baseball-pitcher.html )

As time went on our methods of throwing things improved.  We used spears, spear throwers, slings (where bullets effectively originated), arrows and eventually firearms.

How firearms work.

Firearms are remarkably simple.   The bulk of the work is done by the bullet itself.  A firearm or gun is effectively a means to provide a loader, a way to initiate firing (trigger and firing pin), and a stabilizing platform (the barrel).

Obviously I got this from http://gunlink.info ^

PUT SIMPLY - IF YOU HAVE EVER USED A PEA SHOOTER, YOU KNOW HOW A GUN WORKS.  JUST SUBSTITUTE YOUR BREATH FOR A CHEMICAL REACTION WHICH CAUSES RAPIDLY EXPANDING GAS TO PUSH THE 'SPITBALL' (aka bullet).

On another note - once a gun fires and the casing is ejected.. there should be no more projectile in it!  I'm amazed how often people think it just shoots magic out the end and ejects a whole round.  Or alternately, that they think that it fires a whole projectile, casing and all.


IMPLEMENTING MORE EFFECTIVE GUNS IN FPSC:RELOADED

Now for the meat of this article.  Inside of the FPSC:R Engine folder (Typically C:\program files(x86)\the game creators\fpscr) there's a game core folder.  Inside of that folder is your weapons folder.  Within that are the individual weapons.

What we're looking for is the 'gunspec.txt' file.  This is gun specifications and effectively controls the behavior of the gun itself.

Within this file the main settings we are concerned with are:

'accuracy'   - The base hipfire accuracy of the gun.
'zoom accuracy' - The alt-fire 'down the sights' accuracy of the gun.
'force'  - Felt recoil.
'damage' - For tweaking your preferred damage settings.

The accuracy field is not as granular as you might think.  The game basically uses this value to define the cone of fire coming from the weapon.   The smaller the number, the smaller the cone.  Zero is no cone.

For the purposes of our example let's look at the values in the original shotgun gunspec file.

damage            = 15
damagetype     = 2
reloadqty         = 6
accuracy          = 8
shotgun           = 1

An accuracy of eight makes this gun seem like it's a blunderbuss. Heck, a blunderbuss was probably more accurate.  Damage is 15 per pellet.  In it's stock configuration the shotgun feels like one of the weakest weapons, often requiring 3-5 shots at a mere 3 yards to put away even the lowliest enemy.

This is my modified numbers:

damage         = 11
damagetype  = 2
reloadqty      = 6
accuracy       = 2
shotgun         = 1
range       = 1500

You might think this seems drastic.  Bear in mind, however, that the accuracy value basically acts like degrees of an arc.   I'm estimating but I'm fairly sure that it's approximately 5 degrees of arc per value of accuracy.  So a value of one gives a five degree cone, a value of two gives a ten degree cone, etc.  This value in testing gave me a nice tight spread.  This also seemed overwhelmingly powerful so I toned down the damage to bring it in line with it's value as a weapon.

I also added a range value, which wasn't present in the file by default.  This should (if not now, then later) make the weapon ineffective as a long range platform. An example of this was the quake (1) shotgun which could shoot the entire length of the map and retain a moderately realistic tight spread.  It made for an effective weapon at any distance, which was unreasonable.

Recommended changes for other weapons:
Colt 1911 - 35 damage, accuracy 1, zoomaccuracy 0, reloadqty 8 (up from 7).
Notes:  The 45 ACP bullet is a low penetration, moderate damage round.  It's on par with a 9mm in terms of ballistic performance.  Also, many modern 1911's carry 8 in the magazine, not 7.  Examples: the Wilson combat 1911, Sig Sauer's 1911, and even the Taurus PT1911.

357 magnum - 50 damage, accuracy 0, zoom accuracy 0, force 150.  
Notes:  The 357 magnum is a hell of a round.  It hits pretty hard for a pistol round and I wanted to
model accuracy as well.  The payback is of course in terms of recoil.

This was off a virtually stock el-cheapo Taurus PT1911 shooting generic ammo.


Ironically 45's are pretty damn accurate, but I *PREFER* using slightly different values to exacerbate the differences between the guns.  I also have a custom 1911-22 I put in (a 1911 using a .22LR barrel, magazines, etc) which has a fast fire rate, higher magazine count (12), less damage, and perfect accuracy with low recoil.  I needed slight value adjustments to make that work.  Until something more granular is available, these values will have to do.  I kept the default pistol ranges for now.  I want to play more with ranges before I make recommendations there.

Was this post helpful to you?  Please comment or message me if you have suggestions or criticisms!








Tuesday, October 21, 2014

PirateMyke's TGC Store Products

PirateMyke is another prolific The Game Creators/FPS Creator developer.  He's probably logged hundreds, possibly thousands of hours into creating assets for just Reloaded, let alone the previous incarnation of FPS Creator.

PirateMyke's store: http://en.tgcstore.net/?md=artist-view&aid=126323&page=1

His youtube channel has a good amount of walkthroughs for his store items and is also worth a look: https://www.youtube.com/channel/UCm12bBEndLKBxECbFJLBrpg

Myke has a significant amount of well priced packs.  Texture quality is a little low, but implements well when actually used in game.   This should improve as the lighting system in 1.0090 helps provide pre-baked shadows, occlusion, etc.

4 packs, all quite affordable and all very useful.

Some of his models, while textured well have a curiously large amount of polygons for such simple models:

Take for instance this very nice stove - comes in at 2154 polys.

Note the stove, which is excellent, and it's oddly high poly count.  Also note the texturing on the walls.  While acceptable, it's not my taste.  Strangely, Myke's proficiency in texturing seems to be less in walls and more in small objects.  Take for instance this amazing table:

Eye-poppingly beautiful, IMO.  

And then compare against this simplistic (not a negative, just very different) kitchen island:

It's like they were made by two different developers, honestly.

When I first evaluated PirateMyke's products, I wrote up a draft and realized I couldn't pick a single product to recommend.  I like his stuff, truly, but there was a glaring omission which I felt needed to be addressed before continuing.  So I contacted him and gave him what I felt was constructive criticism.

He responded, and then some.  Which leads us to my choice for his best item.

What is the one item I could not live without:  The Patio Pack 1.  You see, prior to this writing there was no such thing as a patio pack.  There were, however, a significant number of equally impressive patio items which I couldn't choose a victor from.  They all were just.. so good.   So I asked Myke if he'd consider making them into a bundle.  He did one better.  He made a whole new pack of patio items... and flooring... and gardening.   Honestly it's an incredible amount of work when all I asked for was a simple bundle on the store.  I'm flattered he'd take my suggestion so seriously.

There's more potential here than this pic lets on.

Now admittedly in a forum thread he's advised he did use some free models to help build this, but even still it's a tremendous body of work and is priced to sell at 500 points.


The bottom line:  Art style is different but certain pieces which are vital of form and function.  His pieces are effective and functional and can find a home easily in a great many settings.

If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.


Monday, October 20, 2014

Rolfy's TGC Store Products

Rolfy is a long time The Game Creators supporter.  He's known for his excellent scripting and secondary effects. While admittedly I'm not a long time TGC supporter myself, it doesn't take long to figure out who stands out in the community as someone who has consistently provided meaningful mods and updates that aren't actually employed by TGC.

Visit his store here: http://en.tgcstore.net/?md=artist-view&aid=44335

When I first evaluated Rolfy's store, he had some really great items.  Since then though, he seems to have expanded significantly.  I had to rewrite my entire draft because of it.

Most recently, he added his art of war kit:

Blogger's not playing nice, use the link to view the demo vid:  https://www.youtube.com/watch?v=iUufjZVDLDk

I used to be a regular building until I took an RPG-7 to the knee.


His selection of covered crates are phenomenal.  I'd say his least impressive piece are the rocks, but that's relatively speaking.  It's still miles better than a great many other offerings.  You pay a premium (compared to other TGC store prices) but IMHO it's completely worth it.  Rolfy's items are so unique, so impressive they stand on their own easily without peer.  Here again though.. the prices here for a 'higher' priced item such as Rolfy's are easily dwarfed by other engines like Unity or 3rd party creations for engines like Lite-C/Acknex.

I for one, wish I could throw more money at this guy.  All in due time, I suppose.

What is the one item I could not live without:  While the wave pack is ideal, if you are looking for a single item.. the straight wave has a significant amount of utility:

It's a little tricky to position but works exceedingly well.

The curvy waves are definitely useful as well so unless you're a miserly bastard like me, buy the pack of waves.   It's six dollars well spent for some real immersion enhancing items.

This is a full vid of the entire waves pack in action.


The bottom line: Rolfy's items are not some one hit wonder.  I'm quite sure I'll be revisiting his catalog again, and soon.  Keep a keen eye out for his work!


If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.


Wednesday, October 15, 2014

Bengetronic's TGC Store Products

Currently the PirateMyke Review and The Cosmic Prophet's review are both postponed until I see their newer products.  I know cosmic's got some really great stuff in the works, and PirateMyke is looking at adding a lot of new things as well.  So I'm moving them to the bottom of the list for now. 

Bengetronic added his items mysteriously to the store a few weeks ago with little fanfare.  I didn't see any forum posts or notifications.  Just... one day there it was.  Similarly there's no forum profile per-se under the name Bengetronic.

Under google though, it all begins to take shape.

www.bengetronic.com  - This is his portfolio.  He's a professional 3D modeler and it shows.  His portfolio is impressive, which explains the quality of his work (more on that later). He appears to be a long time FPS Creator artist, however, given the resume I found on this site.  I'd love to comb through and find his older work.

http://bengetronic.blogspot.com/ - An outdated, albeit interesting blog he wrote but stopped writing a few years ago.  Interestingly, he makes masks - like my wife.  Check out her blog sometime if you're interested in mask-making: http://mariemessina.blogspot.com/  (She's started writing up posts again so expect updates soon).

Anywho, on with the show.  Bengetronic's models are top notched and priced to sell.  They outperform the vast majority of their competition in a number of ways.  The only two limiting factors here are the lack of a pack (which means buying each model individually, yuck!)  and currently his work is limited to one 'set' of items - specifically they are all based around a construction site.

Just a fraction of what's available.

These are ultra-high quality, low poly count (good for framerates), that are quite frankly DIRT cheap.  Even without the pack, you can buy every single item for 580 points.  That's five dollars, eighty cents USD.

There's only ONE model that doesn't strike my fancy - this guy right here.

The pipes are a bit chunky looking.

The steel pipes he did are lackluster compared to the rest of the set.  They try too hard to be a low poly model and end up seeing out of place with the rest of the set as a result.  He would probably have been better served using I-beams instead of piping, in this case.  At thirty cents, I'm not sure I care enough to not buy them though.


What one item can I not live without:  This is a trivial question, in this case.  The models are SO cheap there's really no reason to choose.  But if you put a gun to my head I'd pick..

Easily at home in any industrial environment.

This simple generator costs a meager 30 cents USD and represents itself quite well.  It's transferable to many modern environments due to the ubiquity of needing portable generators.

The bottom line:  The bottom line is simple here. I'll be buying most, if not all of his models.   There's a huge, varied selection, they are cheap as dirt and look exceptional.  Do yourself the favor and open your wallet for Bengetronic.  His store is found here:  http://en.tgcstore.net/?md=artist-view&aid=200625

If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.

Monday, October 13, 2014

Kencharleslong's TGC Store Products

Ken Charles Long.  I don't know much about the guy.  I think he uses a different name on the forums than he does for his store name.  Speaking of, here's his store:

KCL's store: http://en.tgcstore.net/?md=artist-view&aid=27308

Let me be the first to say I really like KCL's store offerings.  He's got a whole host of free goodies as well which I urge you to pick up asap.  I've gotten excellent mileage out of his free "Medieval Derelict House."

KCL's models look better in game than they do in the store.

This is a big object which has a lot of utility in the 'abandoned ruins' department of many different settings.

The first thing you're going to notice here is a significant number of packs.  All are well priced and a superb value.  He's also got a very good selection, coming in at 59 individual items as of the time of this writing.  The art style is not exceptional but quite good.  I can find little fault with in, especially considering most of his pieces are specifically designed as background scenery objects.

The objects are exceptionally low poly on the whole, which generally tends to reduce detail. However, let's be honest here.  Most of us are NOT making multi-million dollar titles.  As such we fall into the rank of indy development and this means we're afforded a certain amount of latitude with model quality.  This is also useful when using a less than optimized engine (such as the Reloaded engine) in keeping framerate and poly counts in check.  Interestingly KCL gets a lot of mileage out of his low poly models, making them look better than they have a right to be.  In terms of price to value - I'd say that KCL's offerings are probably the best on the entire TCG store.

Good detail at a meager 439 polys.

What one item can I not live without:  This is a very difficult call.  Ken has such well priced products (~70 cents for most of them!)  that picking an individual product is mostly a question of what suits your needs best.  Pack-wise there are also several very well priced packs, all offering exceptional savings.  Personally I really prefer the three superior sheds he has in this pack:

His three best pieces, for one low price.

I personally really like the additional clutter of these sheds and find that for the price, I can get good mileage out of these three.  The other pack is enticing but the sheds are too similar.

The bottom line:  KCL's offerings are absurdly cheap, prolific, and the quality is excellent for a TCG store item.  If you've got five or ten dollars to spend, you're going to have a hard time spending it more wisely than on a few packs from KCL.