Addressing the FPS Template Controversy

Discussion in 'Annoncements' started by VAM, Sep 8, 2017.

  1. VAM

    VAM Administrator Staff Member ADMIN Burst Staff

    Over the past week I've been fielding countless discussions with people regarding our use of the FPS Template and dealing with the asset flip accusations with Burst The Game. I want to set the record straight on a few things regarding Burst The Game and where we stand today.

    First of all.

    Brieyla is the lead developer on Burst The Game is part of the staff and is a helper with the FPS Template team. If you do not believe me then join their discord channel.

    https://discord.gg/36FCQGq

    You will see that Brieyla is listed as a dev in 'red' along side the developer of the template Fluppi393.

    [​IMG]

    Brieyla has been advising people not to use the template all week because of the bugs we've encountered launching Burst. The original developer of the template is now saying the template should only be used for educational purposes because it was not developed to be used in a release.

    I'm the senior developer on the Burst dev team. I joined the team very late but I have already corrected most of the issues and bugs the template had. I've done so much work with the template over the past 2 weeks that I now consider it more my own than anyone else.

    What was wrong with the template? Well most of the issues I've encountered have been relating to null checking. The code was written without the same discipline as I have with the need to null check everything. Especially in a multiplayer environment. The lack of null checking means that empty pointers crash the game client and servers. Along with null checks the template never supported dedicated servers properly. Simple dedicated checks in the code were sometimes all that was required to fix issues. In many cases code was allowed to run without checking Role Authority or whether it was running on dedicated or not. The code was incomplete or not valid. These issues sometimes required a rewrite of the offending routine.

    Thankfully before the game was launched I developed a bug tracking software. This software collects crash reports from the game client as it crashes. When we launched we had over 3000 crashes logged. Since I released patch '20170901-12356-271' last week the game has had 5 recorded crashes.

    [​IMG]

    There were more than 36 different fixes that were required to stabilize this template code and I now consider this working code mine.

    When I joined the team I had Perforce setup since the project never used a repository system before my joining the team. Our Perforce log shows that we've had over 100 revisions to the code base correcting crashes and bugs related to using the template.

    [​IMG]

    So the FPS Template sucked out of the box. After many sleepless nights and plenty of help from the Steam community I can now say our build is stable. I've reworked so much of this template that I also now consider it mine.

    This post is my first step in addressing the asset flip commentary. The comments regarding the use of the NYC map and other content are also justified but these assets are mostly temporary. I won't say I won't be using any of the, Further from the truth. The reality is these assets allow me to build the game functionality without spending alot of time and money on building artwork. Most AAA games that ship have really big budgets and spend years making assets. As our game develops the assets will change.

    I am now working on addressing the SteamOS and Linux communities issues and will hopefully have a patch with those issues fixed very shortly.

    Thank you for reading! And keep playing Burst!
     
  2. DARK3063

    DARK3063 New Member

    you know they already debunked quite a bit of things you said and your link actually gave evidence against your argument and some of things you have stated on this post might be legally dangerous. if outright told the truth in the beginning people probably wouldn't be as mad at you. you do seem to be working on the game so maybe when the game gets closer to completion maybe things well start to turn around. do you even have a plan for what your doing? you bought a copyright for the game and you made a fancy websight. isn't that time and money you could have used to not only further develop the game but maybe hire a artist to make better assets for the game?
     
  3. VAM

    VAM Administrator Staff Member ADMIN Burst Staff

    We've openly discussed and admitted that the FPS Template was used to build Burst. We've also openly admitted that we've used marketplace assets to build the prototype and assets in the game right now are from the marketplace and will be replaced over time. We are using assets as they are intended to be used by Epic Games. The same way PUBG, Ark Evolved, and many others did. We are not going to replace all the assets and we are not going to stop using the FPS Template as a bases to build on-top of. As far as I'm concerned the YouTuber in question is spending way too much time on a topic that we've already talked about publicly. I'm guessing it must be a slow news day.

    What we are doing here is building a F2P FPS which is being developed using marketplace assets which is the very purpose they are intended for. And we released the current version of Burst on Steam under Early Access to obtain feedback about the game that we are building so we can incorporate that feedback into the game as we continue to build it.

    Thanks for your feedback.
     
  4. DARK3063

    DARK3063 New Member

    ok but are you concerned about the legal concerns though?
     
  5. VAM

    VAM Administrator Staff Member ADMIN Burst Staff

    Which legal concerns are you referring to?
    It isn't illegal to use marketplace assets to build video games. In-fact quite the opposite. That is the purpose they are sold for. To be used to prototype and develop your game.
    All of the marketplace assets we used were bought and paid for. The license on all these assets allow us to use them the way they intended them to be used.
    All AAA studios buy assets from content marketplaces. Especially when developing the vertical slice of their games to pitch to developers for millions of dollars in funding to then make those hero assets all custom.
    Wildly successful Early Access games like PUBG use marketplace assets all throughout their game. I think PUBG is a great game. I don't care if they used marketplace assets. The game is fun to play and a continuation in the series of Battle Royale games.
     
  6. DARK3063

    DARK3063 New Member

    no that's not what i'm pointing at i mean your no where near completion of the game and you already have a copyright right on what might be seen as other peoples property. I understand its not illegal use marketplace assets but you technically copyrighted them even though they aren't your property.
     
  7. VAM

    VAM Administrator Staff Member ADMIN Burst Staff

    In basic terms, the creators of the content have traded a license to use the content. They still retain copyright, but you're given the right to utilize their content for your own needs in your own products.

    https://www.unrealengine.com/en-US/faq

    upload_2017-9-21_16-51-8.png
     
  8. DARK3063

    DARK3063 New Member

    ok i still find it a bit odd but ok
     
  9. VAM

    VAM Administrator Staff Member ADMIN Burst Staff

    It is no different than buying an asset from Turbo Squid which many AAA developers have done in the past.
    The assets are being used as they are intended legally.
     
  10. DARK3063

    DARK3063 New Member

    still very odd
     

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