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Unreal Development Kit released to everyone

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Posts

  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    Echo wrote: »
    How is mapping in UE3? I'm having a really hard time making Source maps without tearing my hair out in the process. Goddamn brush-based antiques.

    I'm an experienced Source mapper and I'm having a little trouble picking it up, but it's mostly interface differences. I do think you would find UE3 much easier from what I've seen.

    LaCabra on
  • Signum Ex SonitusSignum Ex Sonitus Registered User regular
    edited November 2009
    I'm in. I don't know what I would do, since I'm still learning art and have no 3d background, but I am so in.

    Signum Ex Sonitus on
  • FireflashFireflash Montreal, QCRegistered User regular
    edited November 2009
    I thought everyone had already access to the toolset when they bought unreal 3?

    Fireflash on
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  • DasUberEdwardDasUberEdward Registered User regular
    edited November 2009
    Fireflash wrote: »
    I thought everyone had already access to the toolset when they bought unreal 3?

    I guess UnrealEd is different or something?

    Can anyone explain this?

    DasUberEdward on
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  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited November 2009
    UnrealEd is for mapmaking and stuff

    This is the actual legitimate development kit they use to make Unreal Engine 3 games

    And in order to release your product commercially you had to have a bunch of scratch laying around, because engine fees cost a million dollars, but with this you just pay $99 and bam, you can start selling it

    This is basically an independent game developer's wet dream

    Olivaw on
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  • LyveWireLyveWire Registered User regular
    edited November 2009
    Not to rain an any parades here but,

    http://www.udk.com/licensing

    Turns out you need a license to sell the game.

    Edit: well, I was beat.

    LyveWire on
  • DeathPrawnDeathPrawn Registered User regular
    edited November 2009
    LyveWire wrote: »
    Not to rain an any parades here but,

    http://www.udk.com/licensing

    Turns out you need a license to sell the game.

    Edit: well, I was beat.

    Yeah, but it's only a $100 license. That's the same barrier of entry to iPhone development, hardly a deal-breaker for someone serious about developing.

    DeathPrawn on
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  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited November 2009
    A team creates a game with UDK that they intend to sell. After six months of development, they release the game through digital distribution and they earn €15,000 in the first calendar quarter after release. Their use of UDK during development requires no fee. Upon release they would pay US $99.99 for a Royalty Bearing license. After earning €15,000, they would be required to pay Epic €2,500 (€0 on the first €5,000 in revenue, and €2,500 on the next €10,000 in revenue). On subsequent revenue, they are required to pay the 25% royalty.

    Just so we're clear

    Olivaw on
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  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    edited November 2009
    I hope to see tons of cool indie games from this.

    Echo on
  • AdditionalPylonsAdditionalPylons Registered User regular
    edited November 2009
    The Ball and Prometheus UT3 mods have released demos on UDK now. No need to have UT3 to play them now :P

    AdditionalPylons on
  • FawstFawst The road to awe.Registered User regular
    edited November 2009
    SO FULL OF WIN!!! I've been working with the Adventure Game Studio and really have wanted to use something better. Installing as soon as I finish my cig!

    Fawst on
  • ParadoxPantsParadoxPants Registered User regular
    edited November 2009
    awesome. i cant wait to try this out

    ParadoxPants on
  • BartholamueBartholamue Registered User regular
    edited November 2009
    I downloaded it yesterday, although I already have some experience with the Unreal Editor that came with UTIII. I made the sample map that was explained in the LE.

    Bartholamue on
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  • Lord YodLord Yod Registered User regular
    edited November 2009
    LaCabra wrote: »
    Who wants to make a game?

    I'm in.

    Lord Yod on
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  • SirUltimosSirUltimos Don't talk, Rusty. Just paint. Registered User regular
    edited November 2009
    Holy fuck. This is incredible news.

    SirUltimos on
  • unpurposedunpurposed Registered User regular
    edited November 2009
    If Velociraptor Job Simulator still needs a programmer, let me know. I'm definitely in for something.

    unpurposed on
  • DeMoNDeMoN twitch.tv/toxic_cizzle Registered User regular
    edited November 2009
    ooooh, I wish to do concept arts if possible.

    I was ashamed of the small amount of shitty shit I contributed to Shotgun Sunrise. It was during school and I didn't really have much time. But now I have much time. And I wish to draw things.

    DeMoN on
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  • AntithesisAntithesis Registered User regular
    edited November 2009
    I'm messing around in this.


    Sure, I'm probably not going to create anything useful, but...

    :D

    Antithesis on
  • AumniAumni Registered User regular
    edited November 2009
    Totally finishing my Shattrath level so I can make WoW in Ue3

    http://www.aumn.net/images/shattrath_day11_3.jpg

    http://www.aumn.net/images/shattrath_day13_1.jpg

    http://www.aumn.net/images/shattrath_day13_2.jpg

    Muahahah!

    [PS: I won't finish it because I don't play WoW anymore...so I'd butcher the whole thing]

    So yeah, if you want a level guy. Lemme know!

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • RaslinRaslin Registered User regular
    edited November 2009
    I will make something of this

    Raslin on
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  • emnmnmeemnmnme Registered User regular
    edited November 2009
    Unclesporky needs to contribute to the script - I like his sense of humor!

    emnmnme on
  • Ragnar DragonfyreRagnar Dragonfyre Registered User regular
    edited November 2009
    Ugh, and I just shelled out for XBLA Community access. Had I waited 2 weeks, I could've saved $120 bucks.

    Ragnar Dragonfyre on
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  • ZetxZetx 🐧 Registered User regular
    edited November 2009
    I've been looking through this and tbh, I'm not very sure how to get started using UnrealScript. From looking at the Whizzle creation doc, I would need 3d models and stuff even to begin messing around with changing how players interacted with the world, and then if I were to make a "2d" game, I would need to know how to map just to get something together to test in...

    Nonetheless, this makes me excited.

    Zetx on
  • BlurblBlurbl -_- Registered User regular
    edited November 2009
    So... any concensus on the best Getting Started tutorials?

    Blurbl on
  • RaslinRaslin Registered User regular
    edited November 2009
    I'm hoping the scripting language isn't too hard to get proficient with.

    Also, I need to think of a good game idea to get to work on...

    Raslin on
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  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    I say in a month or so we take a tally of who all has been learning the UDK and maybe have a little PA UDK Creation Competition.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • MechanicalMechanical Registered User regular
    edited November 2009
    Raslin wrote: »
    I'm hoping the scripting language isn't too hard to get proficient with.

    Also, I need to think of a good game idea to get to work on...

    I have ideas, but they are fairly generic. I'm more interested in some building first, get the program handled first. Figure out the basics, then go from there.

    Mechanical on
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    Ugh, and I just shelled out for XBLA Community access. Had I waited 2 weeks, I could've saved $120 bucks.

    Well, not really.

    NotASenator on
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    By the way, with Bink, SpeedTree and PhysX implementations included, this is about the biggest thing since the Quake 2 source code was released.

    NotASenator on
  • ZombiemamboZombiemambo Registered User regular
    edited November 2009
    So wait, do they just take 25% of the 5k you make, or do they take 25% of your income annually/semi-annually/whatever?

    Zombiemambo on
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  • NotASenatorNotASenator Registered User regular
    edited November 2009
    So wait, do they just take 25% of the 5k you make, or do they take 25% of your income annually/semi-annually/whatever?
    If you are creating a game or commercial application using UDK for sale or distribution to an end-user or client, or if you are providing services in connection with a game or application, the per-seat option does not apply. Instead the license terms for this arrangement are US $99 (Ninety Nine US Dollars) up-front, and a 0% royalty on you or your company's first $5,000 (US) in UDK related revenue, and a 25% royalty on UDK related revenue above $5,000 (US). UDK related revenue includes, but is not limited to, monies earned from: sales, services, training, advertisements, sponsorships, endorsements, memberships, subscription fees, rentals and pay-to-play.

    http://www.udk.com/licensing.html

    NotASenator on
  • RaslinRaslin Registered User regular
    edited November 2009
    Mechanical wrote: »
    Raslin wrote: »
    I'm hoping the scripting language isn't too hard to get proficient with.

    Also, I need to think of a good game idea to get to work on...

    I have ideas, but they are fairly generic. I'm more interested in some building first, get the program handled first. Figure out the basics, then go from there.

    I think I'm going to go with an idea I've been slightly developing for a while now, essentially a modern warfare game(near future) with fantasy races, like elves, orcs, etcetera. Just somethingo use as a launching board for development, for now.

    I'll probably try a couple small projects first however, just to get used to the program.

    Raslin on
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  • NotASenatorNotASenator Registered User regular
    edited November 2009
    Let me add, 25% is a HUGE royalty. I see this really shining for indie teams to create free or low cost games to prove themselves and get into the development world so that they can get venture capital or experience for future endeavors, but this would not seem to me to be an effective means to monetize your game.

    NotASenator on
  • ZombiemamboZombiemambo Registered User regular
    edited November 2009
    NotACrook wrote: »
    Let me add, 25% is a HUGE royalty. I see this really shining for indie teams to create free or low cost games to prove themselves and get into the development world so that they can get venture capital or experience for future endeavors, but this would not seem to me to be an effective means to monetize your game.

    Exactly what I was thinking. Of course, if all you want to do is make a free game that people might adore, $99 isn't a bad price at all.

    Zombiemambo on
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  • RaslinRaslin Registered User regular
    edited November 2009
    NotACrook wrote: »
    Let me add, 25% is a HUGE royalty. I see this really shining for indie teams to create free or low cost games to prove themselves and get into the development world so that they can get venture capital or experience for future endeavors, but this would not seem to me to be an effective means to monetize your game.

    Ohh, completely agreed. I'm sure someone could do the math for it, but essentially, this seems to be an incredible opportunity for games that are expected to not sell much. Lets say you sell your indie game made with this for $10. You need 500 purchases of your game before they start sticking their finger into your figures. If you are looking at an expected 100,000 sales, thats nothing. If you're an indie developer who would be happy to break 1,000 purchases, then this would be a nice way to put out a game, get your name out there, and make some good spending cash for nights at the bar :P

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    unpurposed wrote: »
    If Velociraptor Job Simulator still needs a programmer, let me know. I'm definitely in for something.

    Yes. I have discussed it with Remington and we want to do this thing. So the current team is:
    • Me the awesome Source level designer and jack of most trades who'd never touched Unreal before last night but it should be fine, guys
    • Remington the awesome modeller, texture artist and animator of things that aren't ridiculously complicated
    • Jazzman the astoundingly good character animator

    Now we need a programmer who is not busy with seven kids. Let's do this thang.

    LaCabra on
  • MorrandirMorrandir Registered User regular
    edited November 2009
    Well, I'd be willing to learn the coding for the Unreal-whatsit, the problem is I'm not sure my system's up for it. If you can give me some basic coding objectives to work with, I'll poke around and see what I can manage, but no promises...

    Hopefully, the box of random computer upgrades I should be getting for Decemberween will improve matters.

    Morrandir on
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  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    I'd like to sign on for a consulting position. My role would be vital in leveraging the teams skills to create strategies for promoting synergy.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    NotACrook wrote: »
    Let me add, 25% is a HUGE royalty. I see this really shining for indie teams to create free or low cost games to prove themselves and get into the development world so that they can get venture capital or experience for future endeavors, but this would not seem to me to be an effective means to monetize your game.

    Exactly what I was thinking. Of course, if all you want to do is make a free game that people might adore, $99 isn't a bad price at all.

    Yeah, I would definitely pay it. I really like that you don't have to pay prior to development, just prior to selling, so a guy like me or a small team can take their time, fool around, have fun making a game and get 3/4ths of the profits from it.

    Not too shabby from the perspective of getting to use the Unreal 3 engine.

    But it's not a solid business plan for anyone staking their income on it, you know what I mean?

    NotASenator on
  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    edited November 2009
    NotACrook wrote: »
    Let me add, 25% is a HUGE royalty. I see this really shining for indie teams to create free or low cost games to prove themselves and get into the development world so that they can get venture capital or experience for future endeavors, but this would not seem to me to be an effective means to monetize your game.

    Doesn't Steam take 40% or something?

    And that's still less than your average big-name publisher wants. That Tripwire article cites them being offered 15% (meaning the publisher takes 85%). Once they've made enough money to cover the publisher's costs, that is.

    25% sounds like a steal from what I know of the business.

    Echo on
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