I am thinking of making a game that has story-driven characters in it that you can roam around with to interact with that has text dialog, along with the usual threats coming from hired people from rogue factions or corrupt organizations that's has infected the good of the galaxy again blablabla, so it will be driven by modules, along with big open outdoor areas for the planets and cities on them, have a ship so you can walk all around and interact with everybody in it,..... and you start the game off in your ship. at and you start in the Solaris system. For a project like this I have to break it down into small little modules..so I can work on one module at a time.
I So know what type of game I want to make, I just don't have all the resources, or know what tools I need to use to do all the different modules in so I can just seamless load each module in. (Daisy chain the modules together so it cuts down the framerate). may even have a vehicle to drive around in for the planets on certain missions with the larger areas. lot of story driven games now have that.
I think the combat part on the planets in the facilities will be the hard part to try to do because I don't know anything about how to rig or animate all the weapons and models to bring them all to life..
So I'm not worried at the moment about animation and rigging models and combat missions or cutscenes at waypoints the moment, just want to start on the game graphics environments and stick in all the unrigged models (if I can find sutiable ones to use) if you guys let me use them i will give credit, in the game modules get all the story driven text diagloging of the characters done, the user hud and other stuff, I might start with the ship's map system, this is not easy to piece this all together because I'm not sure how to do all of the many parts yet and also have to include all the silly worthless things they sometimes say to you in the marketplaces to just waste your time, put in uselesss traders of those who do help you, and those you just waste your money on giving you stuff that's only good for low levels and useless at higher levels, also people who want you to do favours for them who are up to no good at all, people who want to join your cause only later to try to screw you out to the organization they are secretly working for. A power hungery galactic boss that runs all of these corrupt organizations on all these planets. Do all the different tradings, the different factions and find the graphics for them and do their stations. Probably have to design their banners and logos. ect. there be ambushes at times from these factions, ect.
Guys, I need to know what game engine to build all the different modules in, need an game engine with a player that already has a weapon so i can walk around at least. and one that is not hard to script, and that is easy to build all the game geometry in and texture everything in it and allow me to shape it to what I want.. Most people say UNreal, is the best choice but I am not familiar with Unreal... its like blender to me. Something a little more easier and a bit less complicated..
I used to build my own maps in Red Faction's Red Editor, where in that engine you hollow all the game world out... I found that game engine nice and easy to do things in, rig the models and so on, but I need to use another game engine.
I also need to know how to put a talk icon graphic on the model that only show up when the mouse passes over the model it so I
can initatize talk with them. I don't know how to do that yet.
Is it 3d or 2d? You may need to think about what platforms you want to distribute on. e.g. Desktop only?
Although I have not used it personally - gamemaker should be a good place to start - They have a free Desktop option - and for a price you can also distribute to other platforms.
Some may say - this is not real programming - as it is a scripting language. But I am a developer who has developed in assembly, C, C++ etc. It doesn't matter much as long as you are learning the concepts properly - you can apply them to all languages with only a small learning curve. After all LUA is also a scripting language and is the most commonly used for the big game companies.
Unreal I have heard is a powerful engine - but unity3D is also and has more distribution options - I think both have a free option (unity3d is free until you earn a certain amount).
There is a seriously MASSIVE amount of engines targeting from 1 to many platforms.
You may need to be a little more specific for people to make suggestions, e.g. does it need to be in 3d? 2d? What devices? How graphically intensive? etc.
I will recommend both gamemaker and unity3d - although I have not used either. I just hear a lot of good things that make it sound like both beginner through to experienced developers use them.
Gamemaker is probably easier to start with.
Also, they both are free to try - so you could try both.
Godot is also free - it is an exciting project - maybe worth a look?
If minimum development interests you, perhaps construct2.
Is it a 2D or 3D project?
For the first one, I recommend Cocos2d-x because I think it is really easy to use if you already have knowledge about OOP. It also offers you the possibility of porting the game to all platforms you want with no headaches.
Regarding to 3D, as soon as I finish my current degree in a couple of months, I plan to start a new project with UE4, which they have luckily set free. Unity3D seems to be easier to start with (what you asked for), but of course you will get lower quality graphics. Both are really nice options, and there are tons of less known engines.
You can even dare with CryEngine, but it is as hard as UE and there are rumours about a bad financial stage for CryTek. However, people say that the graphic quality you can achieve with it is in some way superior to UE.
So, if you have experience with OOP and know something about 3D modelling, go for UE4, why not? Just be ready to spend hundreds of hours reading and searching for info.
I recommend you to have in mind how much time you expect to spend in that game, and from that point you can decide by yourself. Also have in mind that, the easier the tool is, the less things you can do. You just need to meditate and stablish your objectives in term of final quality.
Happy coding!
Boogle, I agree with you, my other comment shows it xD
But I must correct you regarding to
UE4 allows you to port to most of current platforms.
Sounds good. Although I think Unity3d can distribute via the browser (via a plugin) (including facebook). But Unreal cannot at this stage? ... This probably shouldn't be a consideration at this point though. lol.
And as you say, Unreal may be the more powerful engine option and with all distribution options being free - sounds like a worthy choice.
I would recommend spending some time with a few or even all of the ones mentioned above, there is a good range there from easy to learn to very powerful.
There are alot of game engines that are out there now and that's why its hard for me to choose the best one. The Project will be done in a full 3D interactive environment not 2d flat screen graphics like my last project was, so you will walk around in a 3d game environment and interact with everything around you. So the game it will be in a series of 3d game modules. So I have to:
* Build all the 3d geometry with brushes
* Texture all the brushes,
* Do all the lighting,
* Make all the movers if the module has any moving brushes and set them with keyframes
* Script all the events in,
* Script the 3d models, set up their nav and any fixed waypoints and so on,
* Put in the particle emitters for water, smoke, fire effects ect.
That's what I used to do with Violition's Red Faction editor which came with Red Faction I, and that program was the most easiest for me to script a 3d world with from scratch because all you did was carve out your 3d world geometry and just texture it and just link up scripts to each other with events, it was the first stepping stone for me to making my own 3d game maps and to seamlessly load them.. Red was a powerful little editor and you could create your 3d world in a matter of hours and it also had Groups feature so you could load in pre-made custom brushes to speed things all up in building things, so it was very fast to build the 3d world. But now I want to find an engine to do the same thing that I used to do in Red.
The ship will be in several parts, Crew Cabin, Navigation, cabin, engineering, crew quarters, bridge, Crew Conference Meeting Room and so on and there will be about 100 people on the ship, some you can talk and interact with dialog to, others who are just there doing things as decoration. There will need to be cutscenes diaglog which you can easily skip through with some boring people on the ship who just waste your time talking about stuff not even important, all the rigging, animation, the lip synching of the pawn model actors, that kind of stuff I don't know how to do. And it would be good if the game also had voice diaglog with the text but I don't see those kind of resources on here. I also want to use Holograms and neon lighting for certain areas of the ship.
But unlike Mass Effect, where the Normandy was a beautiful ship was used just mostly as a cheap taxi service that flew you about all over the place with a cripple guy for a pilot who is desperately wanting people to feel sorry for his condition, I think I would like it if my pilot could get up and walk and interact with the crew, If I could make more use of a ship than just being only a taxi service but be more in charge also of the bridge ship commands where you can take your ship off into battle and you can fire weapons at the enemy and can also get the ship also destroyed if you silly enough to take on a firefight and screw up or if you enter some systems there may be hostilie ships wanting a firefight anyway. but you will probably find another ship anyway or convince those in charge of you to give you a new one out of their academy credit fund..
And some planets may also try to impound your ship as well or impose docking fees to try to slow you down or stop you from leaving their docks (if you make the choice to get involved in these shady opertions with those illegal criminal factions which are outlawed on their world), and you can also land yourself in their court systems if you break that planet's laws and they catch you doing, or some planets may even make up their own laws because they don't like you, or whatever the law is on their world.. On some worlds the justice system could be like Cardassia, you are found guilty before you even have the trial........
I may even have a bar enetaiment section on the ship as well. so the crew can relax in and talk a lot of mudane silly nonsense to each other because ship's crew talk alot of mudane nonsense anyway about the factions, their life and experiences on different worlds.. And if they don't think you are doing a good job as their leader, they will murmur and complain about it within earshot and when you complain about it to your superior he will just tell you to keep them in line.
Some who do join your crew may join it for all the wrong reasons may also be jockeying for your own position or be trying to just get rid of you because they simply don't like you. And in some systems there will be hired bounty hunters looking around for you as well if your inluence in the factions gets to the point where it starts to upset or annoy some of their elite crminal organizations.
I don't need to do a big huge space simulation of a universe just small modules. I think there's ways to do it with simple cutscenes. I want this to be a game where the choices you make effect the outcome of the game.
Well, I think you are thinking really long-term. What you are describing looks more like a triple-A game than an indie one...
I think you can do this game using any of the described engines, you just need to decide by yourself what kind of graphic detail you will want. Both Unity3D and UE4 will allow you to do all that things you described, though you will also need Blender/3ds Max and probably Photoshop.
The hard part will be programming all that stuff you want in terms of AI behaviour, but this will be equally difficult in any of them.
Also have in mind that, the easier the tool is, the less things you can do.
This is so true, alot of these others engines I looked at are simple BUT too LIMITED in what you can do with it.....and not always fully customizable.
I just mean that what you said about your decisions changing the end of the game is going to be your biggest headache at the end (in my opinion, maybe I'm wrong), and this will not change wheter you use Unity3D or UE4.
Help, guys, I run into a problem with installing Unity. Unity 5.01 and 50.00 install packages on their site wouldn't even install on my system. the first one i tried, the full package ver 5.01 latest one which was 2 gigs gave me an MSIS integrity fail installation checksum error when it got to abt 99%..
So I download an earlier version of unity 5.0 which was 1.1 gb in size, and it passsed the checking process but then the install process suddenly died about getting halfway through with a file read error. (I did have "Run as Admin" checked because I'm running windows vista...
if I can't install Unity 5 on my computer then how the hell am I going to beable to use it? and as for UE4, it looks very impressive, but I noticed in reading the contract that they require you to agree to be bound to pay them up to several thousand dollars each month in royalty fees for using their game engine.. I don't have that kind of money to pay them for using their engine So that engine is not suitiable because I am not a company that can afford to pay their fees. However if you were a small company with a team of developers or a big company then it would suit those needs. So that engine is more suited for companies.
So Unreal3d would've been probably been ok for what i need but unfortunately their installer packages won't even install on my computer !
Unreal - royalty means based on money you make from your Unreal creation. i.e. if you don't sell your product - you can use Unreal for free.
Also - (my understanding is that ) the royalty only kicks in after you have made your first $3000 with the Unreal creation, then it is 5% after that.
...
As for your Unity install - all I can say is it installed fine for me - perhaps your pc doesn't meet minimum specs? If it does, I would either try the first download again (as it didn't download correctly/hence the checksum error) or contact Unity support as this isn't something we can help with here.
Just chased this up, Unity3d does not support Vista (unity3d system requirements). Unfortunately Vista is a pretty horrible Windows OS. Not your fault - so maybe try Unreal?
It seams Unreal engine doesn't either - but it might still work - unlike Unity3d they don't make a special note about not supporting it - they only list windows 7 as a minimum requiredment :P (aka, the OS after Vista).
Hopefully you can get one to work.
Alternatively:
Perhaps look at upgrading to windows 7 or 8
If you still have an old copy of windows XP sp2+, perhaps dual boot? Unity3d does support it!!
Try godot - This engine may not be in the same category as unity or unreal - but it is free, under active development ( and rapdily improving) and has a small download with no installation required... So it is easy to try it out.
GODOT Verdict: Slow, cumbersome, has no brush building tools and relies on other programs to create gameworld environment, and as for Unreal, its unreal all right in the amount of time it takes to build something simple because Unreal builds levels from the outside so you have to assemble everything all together piece by painstaking little piece, whereas in Red you just hollow your world from the inside out which is three times more quicker. What takes Unreal over half an hour to assemble all the walls to piece a simple room all together and in lining all the pieces up, red does in half the time or less.
Unreal is rather slow at buiding the brushes, but is powerful with static meshes.
Tozan,
I think you are comparing creating your own game with a pre-existing game's mod creator.
If you just want to mod someone elses game - there are plenty of options out there. Just remember that the game remains the property of the creator.
Also - the game has defined how everything interacts, so you are limited in what interactions can take place by what the game dictates.
There are some open source games you can mod though - if you want isometric for instance, check out Flare.
Unreal might be slow to build from scratch, but I am guessing you are looking at tutorials that explain how to create some of these basic structures. This is all very useful knowledge - but if you want to skip this learning and move to a more 'modding' like experience then you need to either purchase a pre-built game, or use one of the examples the engine comes with.
I haven't looked at the Unreal marketplace - but I know Unity3d has several example 3d game examples/templates you can use for your own project and plenty you can buy on the marketplace. I am guessing Unreal is the same.
A final note: I normally wouldn't recommend these as I don't think it is properly supported/actively developed anymore, but one of these might be more what you are looking for?
http://www.silentworks.hu/sw/index.php
http://www.silentworks.hu/swr/index.php
Ok I've Already Looked at Silentworks Boogle, its on the right track for that big batch game that i was doing, but not sutiable for the new project I am about to start.... Silentworks Is a little bit too basic i don't see any script support to extend its functions. You can play movies in it, but the cutscenes diaglogs will have to be done in another program for this engine to play it as a video.,
Highs: You can import new custom textures
Just need to only stick your custom 3d models in the model directory which is also good.
Lows, lacks scripting, the options that are avaliable are too one dimensional limited...
Only 8 lights a level, way too limited. Red can handle alot more lights than that.
You can only have 255 registers to store your game values in. limited.
No Random function in this engine because there's no script support
Limited menus.
UNREAL DEVELOPMENT KIT.
Highs: Has Powerful Texturing Fuctions, uses static meshes instead of just detail brushes, Alt-A copy function is very powerful. supports also groups.
Lows: Very Slow in rendering/building the levels. Its script language looks rather complicated.
Conclusion: its a powerful but slow in building the level.
I've also been busy watching Unreal Level videos and I think I will use the Unreal editor for doing my new project with because i can at least do the geometry of the game now, So it wouldn't make much sense to do a modern futurtistic type story driven game in a old school engine that can't even do any scripting. But that batch game I was doing well would probably suit it but i don't think I can do all the stuff that I could do in the batch code with that engine because silentworks hasn't got all the necessary functionality because of no scripting support for me to beable to shape the engine to what I want, so I dont think I can make silentworks level up after getting so much EXP instead it gives you doors to exit to the next level.....
Now as for my new project this story driven game, I think its best to stick with what's more modern and even though Unreal is a Hard beast for me to understand it may be worth the perseverance with it since I find it to be more friendly in some things which Red Isn't.... . So now I can start the geometry and the texturing to make the game modules.
But if I were to use Unreal for the batch game to do the terrain with, how would I seamlessly load that so it don't crash the engine.
Unreal also has the option to select ajacent floors or walls to texture them all in one big slam, that's just brilliant. saves me having to select every single wall in my level or room, That's an option that red didn't even have. Because if you wanted to select all the walls in your room and your room had over 20 or more walls in the middle or on the boundaries, you had to click on each one by holding down CTRL.. its great that you can just click on one wall and have the engine select all of them in the level and then just select planar to line all the textures up and scale them all in one go. Whereas in red, you had to mess around for selecting everything individually and then mess around for ages pulling verticles around in UV wrap especially with doing PIPES... they required lot of UVwrapping adjustment.
We also need the player to climb things in unreal. OH, and when I test the level, I don't see my Player with the gun but just see just the gameworld.
Tozan. Before you start your game. Be very careful.
UDK is not the same than UE4.
UDK is the free version of UE3. It is older and U-script is now a deprecated "programming language" (and, by the way, NO LONGER USEFUL).
UE4 has been set free a couple months ago but, this time, IT IS THE FULL PROFESSIONAL VERSION of the engine.
On the other hand, UE4 no longer uses U-script, now you use C++ to develop your games, which is the most extended programming language in Games Industry. If you want to know why just search a bit in Google.
I strongly recommend you to use UE4 if you are willing to get deep into C++. I tell you once again you don't need to pay any royalty, you just have to give the 5% of the money you earn if you sell your game and win more than 30.000$ with it. More than fair I think.
And Vista is not a good idea. You should try W7, W8.1 or wait until W10 is launched, since Microsoft announcrd even unlicensed previous versions could be officially updated to W10.
Happy coding.