fps help

I would like to know if you know some great tutorials, scripts, and textures that would be great for an fps game. Oh and for the scripts I mean some scripts for npcs and stuff.

Well…You seem to be asking us to find art for your game, rather than you making it yourself.

The best art is ALWAYS the art you make yourself, even if it SUCKS.

Even worse, you seem to be asking US to find art for YOUR game.

Google is your friend.

Sorry about that. :expressionless: Read more at the bottom of the page.

man, that was harsh I was just trying to improve my intellect on the games that you can make on blender by seeking professional help from the people who know it best… plus i have no idea how to script and make enemies that are hard to beat… :frowning:

Maybe I can help…

You must decide whether or not you really want to create a game using Blender (as there are alternatives albeit more complicated). Seeing as though you do, here is my suggested approach to finishing a project (remember there are other paths/software/middleware/etc to help in the process of creating a game not just Blender nor my advise).

One: Are you more attracted to creating art, code, sound, or design? If it is art than you should brush up your skills first on sketching, then modeling, texture creating, and then finally the actual UV mapping of the texture. With creating the code you’ll need to learn Python (an interpreted language verses a compiled language such as C). Python with the assistance of the logic bricks will create the needed rules, scripting, logic, and control to your game (and ultimately your players). As for sound, you’ll need to either scour the internet for sound files and music that will fit well with the design or obviously you’ll need to develop them yourself. These can be accomplished with a microphone accompanied with a sound editing program. For music you may want to purchase a synthesizer. Finally, the story or rather the overall designer of the game will need a taste of every skill. Without knowing any of the other areas your design implementation will turn out poor. An analogy would be that you’re designing a shape to fit snug into a circle but you have never dealt nor seen a circle before.

Two: At first you may not need outside help while you’re still learning the ropes but later it’s more than likely that you’ll need at least two other people such as yourself to help with the project so keep this in mind. After picking what angle of expertise you want to approach with (art, code, sound, design) and learning it to a competent level it’s time to create a small, boring, yet well overdone game to sink your teeth into. Pong, Tetris, Centipede, etc and the creation of them will assist you when it comes time to actually creating your game. Creating these games may require others to help if you haven’t practiced in certain areas such as art. However, these games should be easy and done pretty quickly.

Third: Ok you have mastered (well you never really will because it grows without bound) what skill you want to become fluent in, found others to help, have the necessary tools to work with, and ultimately have a good idea of your game. Now it is time to make it happen. Make the design document first before you even touch “P.” Make it describe everything imaginable about your game so that come development time there will be no questions. You will also want to create some story boards and sketch art to assist in transforming daydreams into digits. Next of course is development, where you and your teammates sit down and flex your specialized muscles slowly piecing the game together until completion. While this is happening, you, your team, and others are testing each milestone (a substantial step in development). Finally after the art, code, sound, and design come together in unison your game is complete.

That was a whiplash approach to advice so I’m sorry for the imperfections. Anyway, I would start by reading how to use Blender and then the Blender Game Kit and follow along with the examples. In the book there is a good start to a FPS already done for you. After that I would learn python and try out some examples or tutorials that are on the web.

This page should help greatly in tracking down resources for the use in a Blender game. This page should help in learning blender in order to create a game.

Lastly have fun and take your time. Always remember that this is something that you wanted to do and that it should remain fun and your direction no matter what you hear or see or come across.

If you would like better help with more to the point of where you actually are at to creating a game advise (heck you’re probably have more skill than me) than you can email me at [email protected] .

What an azz…

Well what makes the blender community great is that help is but a question away. Not all of us share lemmys point of view. If you want free textures check out the sticky at the top of this forum. It has lots of links for what your looking for. I diddnt see anything about you wanting models or levels so i guess you have that stuff down. Also a game can be basc as YOU want it to be or as complex as YOU want it to be. It is YOUR game not any of ours. So what we say is not really important. I do agree with nuisyle…on one point. Figure out what your good at, and concentrait on that. When you feel you have masterd that work on another apect of game design. Remeber there is help here in the forums or if you want live help we are always on in irc #gameblender. (freenode)

here is a small tip…search the internet for Unreal texture libraries. They can be downloaded for free on alot of sites and you can unpack them with certain programs. .wad files, and a wad extractor.

Whoa, hold on, I didn’t mean to be insulting, but sorry if it came out that way. :expressionless:

Anyway, what I mant to say is:

You are much better off trying to make your own textures and models, than using someone else’s. The best way to learn how to do so, IMHO, is to study other people’s models, textures, etc., so I don’t have anything against learning from other people’s stuff. :slight_smile:

The same goes with scripting, it’s really good to learn from other people’s work.

Anyway, sorry if I seemed(or was) harsh, it’s kind of hard to guess people’s intentions online. I mis-judged what you were tring to say, and I guess I wrote my response in a way that you(and everybody else) thought was offensive.

Anyway, sorry, and no hard feelings, man. :smiley:

Yeah i guess it is hard to guess peoples intentions…But thats were emoticons come in!!! :smiley: :slight_smile: :frowning: :o :-? 8) :x :stuck_out_tongue: :wink: :Z :< :expressionless: %| :expressionless: [>] [!]

:smiley: Lemmy didn’t mean anything by it.

There aren’t really many concise FPS tutorials for blender out there. You can probably find things like FPS control scripts here and there, but that’s about it. For a FPS game, you can check out Hellstation and see how he made it. :wink: Don’t count Lemmy out too, you can learn from his FPS game “Moonlight”. Just follow the link under his post.

Learning from .blend files are really good (well mostly when people code in python). I myself have a lot of trouble looking at more than 20 linked logic bricks.

Jason Lin

Well, don’t try to learn TOO much from moonlight, it’s not organized very well. :stuck_out_tongue:

Water under the bridge. We should all help eachother if someone asks. Even if what they ask is off the wall… :smiley:


My first post here…

I have been unemployed for a year so I’ve had time to think about a storyline, design and stuff for a game (I have also had time fo forget my “skills” in English). I have used Blender for 3D works for…5…6…7 months now and I’ve found that Blender and it’s game engine would be a good base for my game. Of course there will be some things to fix and add but I’m not afraid to learn something new. I also know people who make games and 3D art as their profession and I guess they are more than ready to help me with things I need help with.

I played Lemmy’s Moonlight (very cool btw) and few questions popped into my mind.

  1. Can the levels bee bigger than in Moonlight and if they can, how big can they be? (In other words: what determines the size of a level?)

  2. Could AA, gauss and other “softening” techniques be used with the game engine?

  3. How much polygons would it to be wise to use? As few as possible, moderately, no limit?

I have no rush with the game. I have named it The Eternal Project.

Dreamlord: Thanks! :smiley:

  1. Yes, the levels could be MUCH, MUCH bigger, now that we have frustum culling and the like. Also, Moonlight was very innefficient in the way it did things. If designed correctly, a game could run at twice the framerate, and have 4x the polys. :slight_smile:

  2. No, even on high-end graphics cards, in high-end game engines, full-screen AA runs SLOW. (5 fps)

  3. Well, it kinda depends. If you have seperate scenes, you could probably have about 4000 polys for the environment (per scene), 1000 for the character, plus about 10 enemies with 400 polys each(in each area), and still get 30-40 fps. If you are using armatures, though, it slows things down a bit.

I wrote a lot about armature speeds here:

Anyway, good luck on your project! :smiley: