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Welcome to Unreal Engine 4

unrealengine.com

61–70 of 168 posts

Re: Welcome to Unreal Engine 4

#61
post #36

Everyone seems pretty focused on the pricing - I thought the inclusion of an asset-marketplace directly into the editing environment was brilliant. You could imagine Adobe following suit very shortly here withs something similar and invalidate all those graphic/template/icon/texture/animation sites. You just open the "marketplace" inside of Photoshop and browse around for the assets you might want. Same would go for…

I've been saying there will be a huge middle man market for assets for years. A whole studio specializing in different models for boxes - every era, every state of decay, every material. A studio dedicated to the most realistic rain effects possible - at the lowest price and graphics overhead. You don't have to worry about the "Wilhelm Scream" of boxes or rain effects though because there will be a lot of choice, a l…

+10 to this.

Once the channels for management can provide a painless experience to customers (studios, artists, etc.) this will do to assets what iTunes did to music.

Re: Welcome to Unreal Engine 4

#62
post #38

Really missing linux support... But i think the pricing is fair and i like it otherwise :)

From the FAQ ( https://www.unrealengine.com/faq ): What platforms can I access under the subscription plan? If you access the source code, you'll see that there is early work on other platforms, including Oculus VR, HTML5 and Linux. You are welcome to extend and modify this code, and also build and ship games for these platforms.

Yes but you can't get a Linux editor (yet).

Re: Welcome to Unreal Engine 4

#63
This could be huge for indies who want to use something other than Unity.

$19 per month is a very low barrier to entry. And 5% isn't much compared to every other AAA engine.

And access to source code for this price? Damn.

I'm still going to stick to my open source tools (for now), but this just put Unreal Engine on my radar...

Re: Welcome to Unreal Engine 4

#64

"5% of gross revenue resulting from sales to users." As others have pointed out, that is a huge amount, that is probably 25 - 30% of your "profit". The accounting is pretty easy though. Units * SRP * 0.05 == royalty. That said, it is a lot simpler than investing $25 - $30K up front while building the game, only to have it go poof because the market or your designer flaked out. Figure 3 year development at $20/month t…

I wonder if you can choose a different model if your game becomes more successful.

I doubt it. You've already "bought in" and agreed to their terms. They have you by the contractual balls at that point. The fact that your game is exceedingly popular and raking in cash makes the contract you've already agreed to worth more, not less.

You'd have to find something that they would think was a better deal. Like "I pay you lump sum $X in exchange for no more royalty payments. At which point, it becomes a gamble for both sides.

You have a much better chance of negotiating something like that before your game even begins development. Expect to spend a metric ton of cash on that license deal, however.

Re: Welcome to Unreal Engine 4

#65
post #58

What happens when you fork a private repo into a public repo on github? Is this even possible? Or how will Epic enforce the EULA?

The law enforces this, not the forking mechanism. Anyone can pay $20, fork, then clone the code, then cancel the sub, and upload back to git.

Re: Welcome to Unreal Engine 4

#66

Yes! Another step forward in the field of graphics.. Soon we may see graphics approaching eye level quality

I read a blog post recently that outlined why we may never actually see photo-realistic games even as the technology improves.

Basically, it's a MASSIVE amount of work/cost to create individual blades of grass that independently react to a person walking on them, vs just pasting an static grass texture on the ground. And unless the movement of the grass is really important to the story, it will never be cost-effective to create all the art work, physics, CPU processing time, and disk space to include it.

Interesting theory at least.

Re: Welcome to Unreal Engine 4

#67
post #58

What happens when you fork a private repo into a public repo on github? Is this even possible? Or how will Epic enforce the EULA?

They will probably sue you.(or something) Publishing the code is a breach of the contract one signs to get access.

Re: Welcome to Unreal Engine 4

#68
post #36

Everyone seems pretty focused on the pricing - I thought the inclusion of an asset-marketplace directly into the editing environment was brilliant. You could imagine Adobe following suit very shortly here withs something similar and invalidate all those graphic/template/icon/texture/animation sites. You just open the "marketplace" inside of Photoshop and browse around for the assets you might want. Same would go for…

Great, so stock blood animation, stock Wilhelm screams, and stock explosions everywhere ?

Pretty much every TV show uses the same stock newspaper, brown lunch bag, guns, and even a lot of sets among a ton of other props. You build what you need to, but don't build everything from scratch, especially if it's not integral to the narrative.

Re: Welcome to Unreal Engine 4

#70
post #24

Earlier quoted context omitted.

They likely realize what they're doing. I'd wager it's a friction fee. Markets often have fees just to add friction to eliminate some problems that derive from completely free access. They clearly don't care about the $19, it's meaningless except for one plausible purpose.

It's not $19 it's $19/month that's a large friction fee. They would be making money even when the game is in development. Say your game takes 1 year to make well you have just spent over $200 and still haven't made any money. That's an unnecessary burden on indie developers.

"you have just spent over $200 and still haven't made any money"

Really?

How much does the computers of these Indie Devs cost? Rent? Electricity? Internet?

$200 is what a developer may spend in lunch in one month. $20 per month is a blip in the radar

$200 per year is very affordable, even if you're in a 3rd world country, no kidding.

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