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The future of Unreal Tournament begins today

unrealengine.com

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Re: The future of Unreal Tournament begins today

#82
post #79
post #72

Earlier quoted context omitted.

It also won't satisfy the definition of free/open source software in that the source code likely won't be available under an open-source license (though they're using GitHub, so maybe). They didn't say word one about the code being open; just the development process and the progress they're making.

> All code and content will be available live to UE4 developers on GitHub.

On a private repository with a non-OSS-Compatible EULA

Re: The future of Unreal Tournament begins today

#83
YESS, Finally, Thank You EPIC!

This is my most loved favourite Game, yeahhh! This is so awesome, I'm gonna buy a new PC and smash Gentoo, or NixOS onto it! Hope I find out which Graphics-card and which Mainboard is supported well enough to play the game at max resolution.

Re: The future of Unreal Tournament begins today

#84
post #3

Wow, that is a pretty awesome plan. I can really see it paying off hugely for everyone involved. Now you can be part of a game development team without having a task master forcing to work 80 hour weeks, and yet you can still be part of it from the beginning to end. I wish Blizzard would do this for the WoW engine.

Yeah, but the repo is private -- the nice thing about being active on github when you aren't getting paid is that others can see what you've been committing to publicly and it looks great on a resume.

Re: The future of Unreal Tournament begins today

#85
I'm surprised we haven't heard anything from Valve lately. Epic and Crytek have both released their engines for absurdly cheap rates and been gathering a lot of steam around their platforms. Valve is known for their community interaction and marketplace but haven't released their plans for Source 2 etc. Any ideas?

That said, this is an awesome move by Epic!

Re: The future of Unreal Tournament begins today

#86
post #65
post #52

It will be tricky to incorporate the fanbase because there's a huge split in UT fans about the high-speed pace of UT2k4 vs. the slower, spammier gameplay of classic UT. UT3 attempted to split the difference and was universally reviled. Still, this is super-exciting and I hope the best for them. The classic FPS genre has needed this for years.

UT3 was reviled because it was designed for both consoles and PCs, so everything was a compromise - sort of the windows 8 of the UT series. I know what you mean about the split, but as someone who loves both series I think either way will lead to a great game. I personally think the faster-style would be more successful because the series as a whole has always leaned more towards a arcadey/tactical style than a simul…

>the series as a whole has always leaned more towards a arcadey/tactical style than a simulation/strategy style.

It's interesting that you say that, because I think the biggest achievement of UT to date is the Onslaught mode, which fluidly mixed strategic and tactical, vehicular and on-foot gameplay. And as onslaught showed (on some maps - not all), you don't have to sacrifice speed or pace of close-in combat to enable strategic gameplay of CTF/ONS type.

Re: The future of Unreal Tournament begins today

#87
post #62
post #13

Earlier quoted context omitted.

I guess they are talking about Team Fortress 2 here. In TF2 you are allowed to buy actual weapons and power packs in the marketplace, not just skins for them. You could also get them by playing, but it takes an awful amount of time.

All the gameplay-affecting weapons cost mere pennies in TF2 though (and most of them are sidegrades or downgrades anyway). The money in TF2 is basically all in purely-cosmetic items and effects.

Most of the gameplay-affecting weapons are $2+ each (example [1]). It's true that they are sidegrades (it isn't just pay-to-win), but its kind of disingenuous to say they cost "mere pennies"

[1] http://store.teamfortress.com/itemdetails/62839546

Re: The future of Unreal Tournament begins today

#88
What codebase are they starting with? How long will it take to develop a tournament quality game? The announcement says a "small team of UT veterans that are beginning work on the project starting today" and that a playable version won't be available for "many months".

Re: The future of Unreal Tournament begins today

#89
post #86
post #65

Earlier quoted context omitted.

UT3 was reviled because it was designed for both consoles and PCs, so everything was a compromise - sort of the windows 8 of the UT series. I know what you mean about the split, but as someone who loves both series I think either way will lead to a great game. I personally think the faster-style would be more successful because the series as a whole has always leaned more towards a arcadey/tactical style than a simul…

>the series as a whole has always leaned more towards a arcadey/tactical style than a simulation/strategy style. It's interesting that you say that, because I think the biggest achievement of UT to date is the Onslaught mode, which fluidly mixed strategic and tactical, vehicular and on-foot gameplay. And as onslaught showed (on some maps - not all), you don't have to sacrifice speed or pace of close-in combat to enab…

Yeah, onslaught isn't something I see talked about much anywhere else and was loads of fun.

Re: The future of Unreal Tournament begins today

#90
post #34

Earlier quoted context omitted.

The interesting thing about the weapons was that most were rather slow-moving and projectile speeds were very important. So motion prediction was far more important than for modern shooters. Shooting someone out of the air with a rocket launcher was a feat.

Shock combos were an especially fun one. You had to predict where someone would be and get a shock ball (probably the slowest projectile in the game) near them, then shoot the ball out of the air with a scan-hit beam to blow it up. I'm really excited to see what they're doing here.

Right. My favourite stunt with the shock rifle was shooting a ball straight or down, then jumping over an obstacle and then hitting the ball to kill another player. Very impressive to look at, but actually doable with a bit of training.
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