twisty on 26/8/2001 at 11:01
Yes, MustardCat , they are using the Unreal Warfare engine, which is the latest incarnation of unreal. If you haven't been there already, then go <a href="http://www.epicgames.com/UnrealEngineNews.html"> to the Unreal news section</a>. It looks amazing.
[ August 26, 2001: Message edited by: twisty ]
Shadowcat on 26/8/2001 at 13:03
The best engine would have to be the Arx engine. Heck, it was written specifically for the purpose of creating the game that, to most intents and purposes, <strong>is</strong> Underworld 3. I'm pretty sure that beats any 'modified X engine' hands down :)
Mmmmm. Arx.
Le Magot d'Oz on 26/8/2001 at 19:12
Shadowcat> you post before me ! it's exactly what I wanted to say! most of the licenciable engine are not for RPG purposes so... (what about the Unreal feeling with DeusEx ?)
Arx engine or maybe Unreal engine would be better in this task...
However Arx IS UW3 ! ... with a different name : you cannot do what you want with such a licence...
MustardCat on 27/8/2001 at 07:17
Does anyone know if ARX will be easily modifyible? Or will it be a pain, or worse, not possible at all?
aardvark on 27/8/2001 at 17:37
The best engine for a game with the complexity and subtlety of Underworld would be one specifically designed for the game. All of the Looking Glass Studios first person games, for example, were created this way. (That's why we're here. ;) That's why we think LGS games rock even if we're unaware of the more technical reasons why.) They still seem richer and more sophisticated than most games of their genre today.
Consider: A developer decides to use the Quake 3 Arena engine for an action/adventure game. Graphic punch aside, I think this is where it all falls down. The Quake 3 Arena engine has no inventory system, no intelligent adversary AI, sound code so limited that it is stunning in 2001, no sound propagation, no conversation code, no skill system code, etc., etc., etc. Why? Quake 3 Arena is basically a very pretty deathmatch game. A lean and mean stripped down engine meant and best suited for one category (with many variations) of gameplay.
No matter how lush Q3A looks or how tight it feels, it turns out to be an inappropriate engine for an adventure game. Just ask the programmer who has to write the code for all of the missing but necessary features from scratch.
Fortunately for Thief 3 the current Unreal code is more sophisticated in terms of its ability to render an adventure game environment capable of multiple levels of interactivity.
It's pretty too. ;)
[ August 27, 2001: Message edited by: aardvark ]
twisty on 28/8/2001 at 07:47
Quote:
Shadowcat: The best engine would have to be the Arx engine. Heck, it was written specifically for the purpose of creating the game that, to most intents and purposes, is Underworld 3
True, but there is no indication yet that they are going to be releasing an editor to the public.
Quote:
aardvark: The best engine for a game with the complexity and subtlety of Underworld would be one specifically designed for the game. All of the Looking Glass Studios first person games, for example, were created this way...They still seem richer and more sophisticated than most games of their genre today.
Also very true. That is why I am suggesting the unreal version that T3 will be made with. From my limited knowledge of all the features of this engine, I am hoping that it is flexible enough to allow sophisticated modding. So far the only other editor that LGS have released is for the dark engine. Although it is a incredibly great engine, and one that suits the underworld games in many respects, it does not allow the type of modifications necessary to implement any of the underworld games - at least, not without them releasing the source (probably a pipe-dream!).