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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.
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
0
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
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
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
Signature not found.
0
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
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.
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!
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
Steam- SteveBartz Xbox Live- SteveBartz PSN Name- SteveBartz
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.
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...
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.
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.
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.
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.
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.
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
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.
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?
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.
Posts
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.
Battle.net: Fireflash#1425
Steam Friend code: 45386507
I guess UnrealEd is different or something?
Can anyone explain this?
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
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
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.
Just so we're clear
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
I'm in.
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.
Sure, I'm probably not going to create anything useful, but...
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!
3ds friend code: 2981-6032-4118
Nonetheless, this makes me excited.
Also, I need to think of a good game idea to get to work on...
3ds friend code: 2981-6032-4118
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
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.
Well, not really.
http://www.udk.com/licensing.html
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.
3ds friend code: 2981-6032-4118
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.
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
3ds friend code: 2981-6032-4118
Yes. I have discussed it with Remington and we want to do this thing. So the current team is:
Now we need a programmer who is not busy with seven kids. Let's do this thang.
Hopefully, the box of random computer upgrades I should be getting for Decemberween will improve matters.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
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?
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.