Dr.Flay wrote:Especially for the cross-platform support, it seems you'd almost be stupid not to try it.
My thoughts exactly, that was mostly what pulled me into it. The amount of platforms it supports is absurdly high, and the editor makes it stupidly easy to release to any of those platforms (and to develop as well). At most, one should just have some common sense while doing so and not expecting mobile devices to run the same things a desktop one and as fast, other than that, everything is completely transparent between platforms, all the complexity underneath, even when doing some more hardcore stuff like shaders, is completely abstracted, and the whole engine is future proof (works in WinXP as good as it works in Win8 for example, as well as in Linux [specially good for servers, and Linux players which I didn't forget about], or at least it's supposed to be).
Then, once I started to dig into it, that thing is so easy and straightforward that everything depends ultimately in one's skills to do a good game of any kind there and nothing more. Not even UE4 deal beats Unity all things considered (for an Indie at least, probably UEngine is still the better option for professional teams/studios).
I mean, anyone can literally create a simple quality game there in perhaps about 1 or 2 days, maybe a bit more if you have no programming experience (and which they cover as well in a good extent starting the very basics), that's how easy it is.
Another thing is that although the pro version is 1500$ (or about 70~80$ a month), if you make a good enough game in the basic version, you can simply end up winning enough money to pay off the pro version and enhance the game itself automatically with some nice extra tools they have there (specially when it comes to performance).
In UDK you pay the license first and the learning curve to do anything at all there is rather steep, so it's harder to put a game outside, to not mention that the way it works is actually resource-wasteful (another thing I never thought I would say about UEngine), to not mention the bloatware it loads by default.
Torax wrote:It's something like sad to hear this...anyways Ferali wanted to leave long time ago, so this was a question of time.
So...no new render devices? Okay, i will forgot about level of details i wanted to implement with my project (UTRP). Only if Shadow will make a miracle through UT Community SDK...
I will not cancel work, but it seems that i will need to reduce a lot of things and decrease my imagination to fit better with possibilities of the engine....
I will release the source of what I did so far, which should be a good head start for whoever intends to implement things using the GPU alone in UT or Unreal.
UT for me as a game has become uninteresting for me for a long time already, so I was just using it to develop stuff, that is until I found out what Unity was really capable off (for example: native Blender support for the win! no need to export the .blend file to any other format at all).
UT has still has some nice things I like though and which I will try to implement in my own game (probably something close to Siege when it comes to gametypes, the ability to dodge which was kinda lost in nowadays games, etc), along with some inner concepts of UEngine itself which would complement Unity very well.
But like everything else, I will take my time to do it, and like always I start with the harder stuff: for the first time I will have to model a player. Although I will probably use MakeHuman for that and then do the clothes and modifications I need instead, I am not sure yet.
EvilGrins wrote:So.... no Nali Weapons 4?
Nope. Although in the game I intend to do, some NW3 concepts may actually get recycled and even extended, although it's too early to ensure that to happen (and to even ensure a game to be finished of my own lol