Briareos H on 16/3/2013 at 23:51
To me it very simply meant that the more time passes, the more difficult it will be to know in detail how exactly Looking Glass Studios contributed to gaming as it is today, as information will disappear without preservation. I'm not sure you chose the right thread to attack jtr7 on how much sense his posts make :confused:
heywood on 17/3/2013 at 06:06
Quote Posted by Briareos H
What the Unreal Engine licencing deal allows Eidos Montreal to distributeAs of today, I haven't seen a single custom UnrealEd release for an Unreal Engine 3 game, let alone talks of such things for Unreal Engine 4. The contract signed between developers and Epic might specifically prohibit redistribution of development assets, either as standalone, or as environments to put on top of the UDK. The recent X-Com was supposed to allow modding at some point, but I don't think any kind of level design tools are available. In itself, it's already a reason to worry.
The UDK is full featured. It's basically the same thing Eidos gets when they license UE3 except for source code and support. So as long as EM hasn't significantly modified the U3 engine, UDK should be a capable editor. I assume the harder part is getting them to release all the game assets needed to do anything, like art, models, levels, and game code. I don't think they've done that before, and I agree with you that we're not likely to get it. They would rather sell you DLC or an expansion and not have to compete with community content.
Quote:
How Eidos Montreal develop their game plus tools and what kind of internals they are willing to shareLet's suppose that EM can release whatever tools they want from their development environment. What are those tools? Considering that the Unreal Engine is now less an engine than a huge game development framework, considering what it allows straight out of the box, I think we can't expect any customization of the renderer and, by extension, any too specific game tools that might be hard for them to release. That's a good thing. What's more, custom AI and all game logic can be developed from within the editor using UnrealScript. UnrealScript is then compiled into bytecode for the game engine to use. Since I don't expect anyone to distribute freely their full game source code, that leads to the question, what's the extent of scripting which will be allowed if we only have the compiled game logic? How easily will mappers be able add new AI scripts?
I doubt you could do much of anything without access to some of the UnrealScript. And it would take extra work to open up some of the game code to community modifications while keeping most of it closed; it's going to impact your design, cost, and schedule. Eidos isn't going to make that investment unless it would lead to a significant sales boost, and at least with the initial game release, it wouldn't. Maybe after they've milked us for the game plus all the DLC, they *might* be talked into selling us another edition with some or all of the game content opened for mods. But I doubt it. I think it's a lost cause.
I also have to question whether the Thief editing community has the time or interest to learn another engine and tool set. TDM has been around for a while and you'd think (from an outsider's perspective) that Dromed would be dead by now, but the community has been slow to give it up.
demagogue on 17/3/2013 at 06:31
ubjEff' qute lk like wht my pt wul lk like if I jut type n in't eit them fter writing them, becue f my brken keybr.
fett on 25/3/2013 at 02:23
Quote Posted by dethtoll
I'm too lazy to look it up but it was the predecessor to Inverted Manse. It had Cult in the title.
Cult of the Resurrection - Sledge/Raen
june gloom on 25/3/2013 at 04:53
Yes, that's the one. Quite enjoy that FM, despite its flaws.
Judith on 25/3/2013 at 09:13
Quote:
As of today, I haven't seen a single custom UnrealEd release for an Unreal Engine 3 game.
The first thing that comes to mind is UT3 editor, obviously. Also one of the first iterations of UE3 was the Gears of War PC editor, but it's buggy as hell, crashes often, and constantly eats up CPU power. TDS editor almost works great in comparison :P But yeah, there weren't too many versions of the editor published.
Goldmoon Dawn on 25/3/2013 at 21:43
Quote Posted by Briareos H
* Open environment without1 hub (from UUW)
I remember Wizardry being the first real 1st person game of any kind, and it was an rpg. However, it didnt have an open world to explore, just a dungeon crawl. Might and Magic I: Secrets Of The Inner Sanctum (86') is the first game/rpg that featured a truly large and open 1st person world to explore with towns, shrines, fountains, and many other things to visit. Of course, by this point Ultima was already pioneering the concept of open exploration in a video game, but unfortunately it was 3rd person. And yes, Ultima was first with 3rd person overworld and 1st person dungeons. The Wizardry series was born by basically copying and developing the Ultima 1st person dungeons into full games.
Briareos H on 26/3/2013 at 01:08
Yes but that's for RPGs, my list is specific to first-person only action games, with the exception of mentioning Ultima Underworld as a point of entry because it shared its engine and some of its design philosophy with System Shock. ;)
Goldmoon Dawn on 26/3/2013 at 01:13
Right, I think I was thinking of a different thread, I swear I heard you mentioning perhaps writing up about the history of some of this stuff, it got me pumped. I think I had that in mind when I posted this. Ack !
jtr7 on 26/3/2013 at 01:26
Cross-pollinating. 'Tis all connected, even if artificially compart-mentalized.