Sinan
11-11-2009, 02:01 AM
Hello,
Sinsoft Entertainment Inc. (sinsoft.com (http://www.sinsoft.com)). has been evaluating UDK since its release and is considering switching to Unreal Engine. Sinsoft is an indie game developer.
But there are some issues that we want to take care of before making a final decision.
1)
If an indie dev makes a successful game and sells a lot of copies. Can they always buy a professional license and avoid the 25% Royalty. (i.e. if it proves cheaper). Or does the UDK use bind the current project to the UDK license terms?
2)
http://udk.com/licensing.html talks about UDK related revenue including advertising.
Sinsoft hosts ads on sinsoft.com (and maybe sinsoft.net), but the ads have nothing to do with the UDK. In other words, they are ads on our main website. Does ad revenue share refer to ads being displayed inside the game engine (i.e related to UDK)? or any ad revenue?. Does Ads on websites relate to UDK? What is UDK related ad revenue mean?
In short, Sinsoft plans to host game downloads (DLC) on its website, and plans to generate ad revenue from incoming visitors (download and purchase methods cannot be disclosed yet). Do we have to share this ad revenue because the DLC games were made with UDK?
3)
Does Unreal support GLSL? It seems, like OGRE, it uses its own high level shader(material) language which seems to be using HLSL or Cg underneath. But does Unreal use GLSL on Linux or MacOSX?
Note that I am not asking for a Linux or MacOSX UDKs (other posts have addressed this question). But simply trying to see what technology it uses underneath. This is used to evaluate the viability of the Engine (i.e. does it invest in technologies such as GLSL).
4)
Is there a path for indie devs to publish on consoles? Is it still 25% Royalty?
Note: 4) is not a major issue, just a curiosity
5)
We use Blender for DCC development, any chance Blender export can be supported by Epic in the future?
I am aware of this plug-in and even some other 3rd party plug-ins:
http://code.google.com/p/unrealtacticalmod/downloads/list
However would Epic consider creating official Plug-ins? Especially since UDK seems to be aimed at Indie game devs. Blender is popular with indies.
Note: 5) is not a major issue, as 3rd party plug-ins exist and can be developed further if needed.
Sinan
Sinsoft Entertainment Inc. (sinsoft.com (http://www.sinsoft.com)). has been evaluating UDK since its release and is considering switching to Unreal Engine. Sinsoft is an indie game developer.
But there are some issues that we want to take care of before making a final decision.
1)
If an indie dev makes a successful game and sells a lot of copies. Can they always buy a professional license and avoid the 25% Royalty. (i.e. if it proves cheaper). Or does the UDK use bind the current project to the UDK license terms?
2)
http://udk.com/licensing.html talks about UDK related revenue including advertising.
Sinsoft hosts ads on sinsoft.com (and maybe sinsoft.net), but the ads have nothing to do with the UDK. In other words, they are ads on our main website. Does ad revenue share refer to ads being displayed inside the game engine (i.e related to UDK)? or any ad revenue?. Does Ads on websites relate to UDK? What is UDK related ad revenue mean?
In short, Sinsoft plans to host game downloads (DLC) on its website, and plans to generate ad revenue from incoming visitors (download and purchase methods cannot be disclosed yet). Do we have to share this ad revenue because the DLC games were made with UDK?
3)
Does Unreal support GLSL? It seems, like OGRE, it uses its own high level shader(material) language which seems to be using HLSL or Cg underneath. But does Unreal use GLSL on Linux or MacOSX?
Note that I am not asking for a Linux or MacOSX UDKs (other posts have addressed this question). But simply trying to see what technology it uses underneath. This is used to evaluate the viability of the Engine (i.e. does it invest in technologies such as GLSL).
4)
Is there a path for indie devs to publish on consoles? Is it still 25% Royalty?
Note: 4) is not a major issue, just a curiosity
5)
We use Blender for DCC development, any chance Blender export can be supported by Epic in the future?
I am aware of this plug-in and even some other 3rd party plug-ins:
http://code.google.com/p/unrealtacticalmod/downloads/list
However would Epic consider creating official Plug-ins? Especially since UDK seems to be aimed at Indie game devs. Blender is popular with indies.
Note: 5) is not a major issue, as 3rd party plug-ins exist and can be developed further if needed.
Sinan