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Re: Open Source - The future of Flashback - or the future of a new game[message #339853 is a reply to message #339776] Thu, 05 March 2015 09:47 Go to previous messageGo to previous message
SceenOfDeath is currently offline SceenOfDeath

 
Messages:28
Registered:December 2007
Location: Germany
Cool. I´m downloading it right know, but I guess I can test it tomorrow / at the weekend.

I just found this here for ~ 54€ at the epic store
https://www.unrealengine.com/content/dc74e2a08da6467c91fe705173ee5039
( Everything from Kubold is very very interesting and we really should think about it to buy it - or modify the free resources you told about. But I didn't saw them yet)


- I don't know if animations are generally re useable within unreal with other characters. But I guess if you use the same rig, you can modify the
mesh around it you like so there is no need to change an animation for each model seperately. (Which makes pretty much sense)

But we should decide which engine we should use. Unity 5 or Unreal Engine 4.
( Of course, Source Engine 2 is absolutely free now, Crytek is going to do something similar if they want to survive this great steps of Valve / epic games)

What do we have if we use Unity 5?
- A great big community with lots of solved questions in the forum.
- A great Asset store with almost everything we like, with cheap prices
- Good quality models - assets, shaders and other stuff. I don't know if this is only usable within Unity (sounds, textures, models) because there are some licence
issues
- Maybe some trouble if we need Unity 5 Pro for every developer
- Maybe some other developer have skills with Unity, so they and I don't have to learn Unreal way
- Not a fully game engine, if we need network access, we have to build it by our own or use a library for it
- Great support for releasing it to another platform, like Linux, Mac or even Android or iOS. (But let's concentrate on the main platform - Windows, maybe Linux )
- Maybe some performance issues due to C# and its garbage collector
- But the garbage collector have great advantage about coding: We almost don't have to worry about memory leaks.
- Safer coding, faster coding, (maybe better coding) is possible.
- Maybe some limitation of the free edition of Unity


What do we have if we use Unreal Engine 4?
- AAAAAAAA Engine
- Its also free, I don't know the licence if we need to pay for something
- C++. I love it, but other devs have to code it too, and if they can't handle the pointers correctly we have a lots
of trouble / bugs / crashes / memory leaks. Most of then are avoidable with C# concept of garbage collector, but
I don't know if Unreal use smart pointers or another system to help us to keep it stable.
( In my opinion all devs should absolutely know what they do with the pointers and how to handle them, but we are switching
to a new API and we need time to understand it)
- Yes like I said before, I don't know the API or the engine / editor, so it would take much time to understand how
things are working. Even with the tutorials we need time to understand it.
- Complete Game Engine, everything is included at a perfect state, with regularly bug fixes / updates.
- No big community, the epic marketplace doesn't have much assets.
- Maybe no limitation of the engine
- Performance
- Maybe fewer licence issues
- Source Code of the engine, but common, we don't have the time to edit the engine nor I would touch it anyway.
Just build on top the engine like most people do


Generally I don't want an AAAAAAAAAAAAAAAAAAAAA looking game.
If we want to get this, we need to spend alot of money we don't have, skills we don't have (yet),
time we don't have and never reach the goal because it would take years if we are only a few people.
The game should look good, but not like the pictures we see on the epic site, but as good as we can.
The resources and shader are doing the "hard work of impression" - so they have to be good.

You have to remember we don't have any budget only somebody (which means me?) is maybe going to spend some money on it.
( Which is not much, due to I am a student yet, I going to plan to be done with my thesis at October )
-> After that, I´m maybe doing the master at another university or going to work, I don't know.

But there should be always some free time to spend on this project so it keep growing from my side of view.

Don't understand me wrong - I have much skills and experience with Ogre / PhysX and Unity with C/C++ /C# and Java - I just learned it much
earlier before the college.


Update:

Just did a simple fast run with the top down example:
- Very bad performance on my laptop. Even the editor have ~ 15 fps. (And the scene doesnt have much objects in the Unreal editor...)
- Everything seems to be very slow compared to the Unity editor. - Maybe there is a way to handle this, but I didnt find anything in the settings yet.
With Unity everything (even bigger environments) are showable, I don't know the fps in the editor but they run much better (and more than 30fps).

Do you think I´ve got a crappy laptop?
- No I dont think so. I played Fallout New Vegas with many mods and everything with max details, but lower resulution (1280x768).
- Unreal Tournament 3 is also playable with decent settings, but a lower resulution.
- Yes there are old games, but they are working great even if the resolution is small - it doesn't matter if you play on a TV big grin )

( Nvidia 630m, 1 GB VRam, 8GB Ram, Intel i5 3210m - enough for playing (older) games. And it should be enough for this project I guess)

I don't own a desktop pc, and it I would like to use Unity if there is no way to handle this.

[Updated on: Thu, 05 March 2015 10:35]

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