It's kinda weird seeing all the pull requests in the bugfix list. Like, it's good to share progress, but it's sad to see it on a proprietary platform.
How is it sad? Everyone is learning how to build a better game engine. Are you suggesting that the same pull requests should have been made against an open source game engine? No open source game engine comes close to UE4 in feature set.
Unreal Engine 4.10 is Released
61–70 of 77 posts
Re: Unreal Engine 4.10 is Released
#62Earlier quoted context omitted.
I wonder if game development work culture is different at the engine companies vs the game studios. My hypothesis is that less/no crunch leads to better productivity...
I used to develop games for PC in the 90s (Ultima 7 and Netstorm). The combination of complex products and hard holiday deadlines was just a bitch. 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.
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)
Re: Unreal Engine 4.10 is Released
#63Earlier quoted context omitted.
I wonder if game development work culture is different at the engine companies vs the game studios. My hypothesis is that less/no crunch leads to better productivity...
I used to develop games for PC in the 90s (Ultima 7 and Netstorm). The combination of complex products and hard holiday deadlines was just a bitch. 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.
A company I worked at shipped one PC game and swore never again. Their support costs went through the roof relative to console.
Re: Unreal Engine 4.10 is Released
#64I wish it had better 2D support - the choice between Unity and Gamemaker could use with another solid option.
when i was using unity 2D the downside was that you cant really leverage the engine basics such as gravity for 2D top down games. is it still the case?
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.
Re: Unreal Engine 4.10 is Released
#65Is it me or does Epic have one of the most effective and productive development teams on Earth? This was less than two and a half months ago: https://www.unrealengine.com/blog/unreal-engine-49-released
I wonder if game development work culture is different at the engine companies vs the game studios. My hypothesis is that less/no crunch leads to better productivity...
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.
Re: Unreal Engine 4.10 is Released
#66I wish it had better 2D support - the choice between Unity and Gamemaker could use with another solid option.
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.
Re: Unreal Engine 4.10 is Released
#67Earlier quoted context omitted.
I wonder if game development work culture is different at the engine companies vs the game studios. My hypothesis is that less/no crunch leads to better productivity...
I used to develop games for PC in the 90s (Ultima 7 and Netstorm). The combination of complex products and hard holiday deadlines was just a bitch. 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.
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.
Re: Unreal Engine 4.10 is Released
#68Earlier quoted context omitted.
I wonder if game development work culture is different at the engine companies vs the game studios. My hypothesis is that less/no crunch leads to better productivity...
I used to develop games for PC in the 90s (Ultima 7 and Netstorm). The combination of complex products and hard holiday deadlines was just a bitch. 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.
Re: Unreal Engine 4.10 is Released
#69Earlier quoted context omitted.
I doubt it. Isn't Unreal Engine still written in C++?
It is, but a lot of in-game object behaviors (and almost all modding) was done in "UnrealScript", a sort of java like language that compiles to bytecode. 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 "Blueprin…
>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."