RF Capabilities

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
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James Wilson
Posts: 2
Joined: Fri Jan 16, 2009 2:27 am

RF Capabilities

Post by James Wilson »

Hi,

I couldn't really see a place to introduce myself so apologies if I am posting in the wrong area but this topic kind of fits in the area of level design. Feel free to move it if not.

I have only just heard about this software which sounds very good especially for anyone that doesn't program extensively. I have been interested in game development for a while now particularly from an audio / sound design point of view and am looking to develop a game demo for a portfolio piece. I must confess I have no experience doing any of this but nevertheless I would like to learn it in the summer.

In the last few days I have spent considerable time looking over different freeware tools but I keep coming back to this one however I'm finding it rather difficult to judge the production standard at which RF could handle. Obviously a lot of this is to do with the developer's skills but purely from the GE limitations / DirectX8 can anyone explain to me what RF is truly capable when pushed creatively to its limits?

It looks to me that it could be possible to create a game at a similar standard to the first PS1 resident evil and silent hill games. Are my expectations way too high?
I have read the features list and some of the "how to make a video game tutorial" but as I'm currently completing my degree, can't fully invest the time to really learn it yet.

I have rambled a bit (sorry) but I basically have this idea for a story driven FPS black and white film noir thriller game and want to keep my ideas and expectations fully inline with what can realistically be achieved with RF.

These images are examples of what I would love to create for in game environments, particularly the lighting.

Image

Image

Image

Image

It seems very difficult to find many in game screens of games developed in RF. Does anyone have any links to some?
I have found a few on these forums which I have been impressed with.

Do you have any thoughts or advice (however blunt they may be :twisted: :) ) on my expectations to create a game at a similar standard to early PS1 games, albeit a much shorter demo version?

Thanks.
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Destron
Posts: 520
Joined: Thu Apr 19, 2007 7:30 pm

Re: RF Capabilities

Post by Destron »

If you're looking for screenshots, you should check out Tabulanis' thread; he's absolutely amazing with RF but sadly doesn't visit the forums very often.

It may take you a while to get used to the tools, I've been struggling with them a lot with bump mapping and importing models and bitmaps into the level editor.
There is a LOT of information spanning all sorts of RF topics, so before you ask a lot of specific questions related to the tools, search the forums and dig up what you can find... chances are, the question has been asked and the problem solved. :)

Welcome to forums.
James Wilson
Posts: 2
Joined: Fri Jan 16, 2009 2:27 am

Re: RF Capabilities

Post by James Wilson »

Thanks Destron.

Indeed those screenshots are very impressive. There is no doubt that this will be a massive challenge for me but I can see there is alot of support for the software which is great.
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