Unreal Engine 4.10 is Released
unrealengine.com
unrealengine.com
This was less than two and a half months ago:
Console development still sucks. Mobile and PC with online distribution are much less stressful.
If you develop tools ship dates don't matter too much as long as you're consistently improving in ways that your customers care about.
So the cyclops looks like me, but with one big eye.
Out of curiosity, what was your role on Ultima 7? Do you know of any good articles or resources on the development of that game?
I haven't seen a lot of writing about that time but man it deserves it.
No, it seems to have been its own odd thing with no followers. There's some fans trying to remake it in Unity though. They've got quite a lot of it done: https://steamcommunity.com/sharedfiles/filedetails/?id=29400...
An amazing feat for the time! The world simulation aspect of it was really cool (and something even now you don't see that often. Like a baker going to through process of baking bread everyday)
A company I worked at shipped one PC game and swore never again. Their support costs went through the roof relative to console.
Currently been working on my own FPS for 1.5 years in UE4 (hoping to release a trailer soon) and I owe a lot to Ultima for inspiring me to learn game dev at a young age. I know Richard Garriot has been working on what is effectively UO2 with Shroud of the Avatar but sadly have not had the time to check it out.
I wouldn't say it's different but rather improved. There's still a lot of passion and focus on the exciting things rather than reliability and the politics are much more befitting game companies than corporate IT (I've worked at both). That said there's much less crunch and is much more like corporate IT in that there's a regular schedule, more known goals, and more predictability in your paycheck.
Personally I love working on a game engine since it means I can help anyone who wants to build a game. At least at my company I'd say that's definitely the prevailing reason why many of us are here. The biggest drawback at a game company by comparison is that when if you have a great idea of how to fix something you're usually under NDA and cannot help any of your friends elsewhere in the industry. At the engine company your tools help thousands of studios do things better, and solving problems for one studio typically means bugfixes for problems other studios may have as well.
I dunno, that's just kinda what it's like in comparison.
If a game company shipped a game in a state that an engine company does it could only fly on PC and would only take a little while before players would realize that this company ships half-done games and stopped buying them immediately after release.
I am not putting down the engine companies, it's just the different priorities that both have. A game ships to a consumer who has no way of working around its bugs, an engine ships to a developer who has likely already rewritten half of the engine anyway and, even if not, is able to get back with bugs and request fixes/workarounds. For an engine company's customers it's preferable to get the new features than a 99.99% bug-free build. Game company customers are of opposite preference.
UT4 is very polished for an Alpha state.
Forum: https://forums.unrealtournament.com/forum.php
IRC: http://webchat.globalgamers.net/?channels=UnrealTournament,U...
I offered my skills (FE Web) on the forums, but it seems they don't need web work.
http://www.leafpetersen.com/leaf/publications/dtp2013/lambda...
https://ardvaark.net/unrealscript-and-domainspecific-languag...
UE4 seems to have more complex scripting capabilities:
> UE4 also includes new developer features to reduce iteration time, and allows updating of C++ code while the engine is running. The new "Blueprint" visual scripting system (a successor to UE3's "Kismet"[80]) allows for rapid development of game logic without using C++, and includes live debugging.[81][82]
>Another realization the team had was that the separation between the C++ code and UnrealScript in Unreal Engine 3 held things back for the engine and for programmers of games. "You end up with basically two different programming worlds," says Sweeney. "Each is nice in its own way, but the boundary between is a very messy place."
>"We removed UnrealScript, and went strictly to C++, and we have seen huge dividends from that," says Sweeney. "It would have been almost impossible to get to the point we were today, to release the whole codebase."
Meaning you have to write everything else, yourself.
I wonder if there are other actual 2D engines out there like Grid (http://www.planimeter.org/grid/), or Polycode (http://polycode.org/). Engines that actually take care of networking, predefined game callbacks, resource management, and multiplayer, like the big boys (Unreal, Unity, Source).
Another option is simply using 3d physics volumes with your 2d sprites if you need features of the 3d physics systems. This works fine and you can constrain objects to a plane/rotation axis as needed.
They have an excellent 2D HTML5 game engine and a very nice IDE to go with it. The event programming system they use is at least powerful as Game Maker's GML (if not more so) and you can also write your own plugins with JavaScript. Out of three mentioned programs, C2 is definitely my favorite for a couple reasons:
- It's built from ground up with 2D development in mind. Unity in comparison is primarily for 3D development, and while its 2D tools have improved over the years the difference is still really obvious.
- The overall user interface design of C2 is actually from this decade and makes good use of big screens of today. In comparison, you can still very much see the relatively ancient roots in Game Maker's UI when programs were designed with 640x480 screens in mind, not to mention how tons of features added over the years have just been slapped haphazardly into wherever there was room in the UI at the time. Game Maker's drag & drop coding is also just terrible, it's really either GML or go home with it.
- Pricing. You don't have to pay any extra for additional exporters or such with C2. Of course, there is the caveat of having to pay extra attention to mobile performance with C2 games being HTML5-powered on everything it exports to, but on actual computers you can cover the Windows/OSX/Linux combo very nicely.
Now, I mostly do game development as a hobby (which I've been doing on and off ever since I was ~9 years old), but if I wanted to do a commercial 2D indie game project for release on Steam (or similar) today, I'd definitely use Construct 2 for it. If I wanted to do same except for mobile, I'd probably evaluate C2 for it too (simply because I like it so much), but I might end up using something like Unity instead if performance proved to be too much of a headache with C2.
Like, it's good to share progress, but it's sad to see it on a proprietary platform.
At least this way developers can fix low-priority issues that are critical to their specific situation without having to wait, making the fix available to everyone else in the process.
I want to see a profit sharing or bug/feature bounties either from Epic with Unreal Engine, or from a competitor.
A side note: I thought it would make for a cool platform, where a website "hosted" products/projects and users put up bounties for things they want fixed or features they want. Alternatively, a platform for small companies/projects that sell software licenses but are otherwise open source, where it's open about what the company/project is making, and a share of the profits can be split among the community contributors.
[Edit] I just posed the question here: https://answers.unrealengine.com/questions/332100/can-epic-g...
Sounds like Bountysource (https://www.bountysource.com/).
Theres no reason they should not want to contribute unless they are a competitor.
I think this is one of the great results of the new Microsoft.
VS 2015 was only released a few months ago, it usually takes a few months before everyone even starts to moves over.
[1] https://forums.unrealengine.com/showthread.php?77332-UE4-and...
Am I unrealistic in this expectation?