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  1. #1

    Default And what about a remake of Deungeon Keeper with UDK?

    Hello,

    First, i'm not sure to be in the right place, sorry if I'm not.

    So, as the title says, is the UDK a good tool to make a remake of this fabulous game?

    For the one who don't know, Dungeon Keeper is a sort of a RTS/god-game where you playing an evil Dungeon Master. Dig some golds, build rooms for you evil minions, set-up some traps and kill the good knight and his friends who wants to destroy the heart of your dungeon. And it is developped by Bullfrog (Popoulous, Theme Park, Syndicate : American Revolt). If you want to know more, Dungeon Keeper is now an Abondonware (I think)

    Do you think that UDK is adapted to make a remake of this game? And would it be interesting?

    Actually, the thing I fear the most , apart from all the creative stuff, is the IA. Is it possible to make an IA who is far from the basic gunner of Unreal? Hopefully I didn't dig deep in this matter, so It must be a way, maybe.

    Thanks for reading.

    Regards.
    Last edited by Navezof; 04-23-2012 at 11:31 AM.

  2. #2
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    Quote Originally Posted by Navezof View Post
    [IMG]C:\Users\Public\Pictures\Sample Pictures[/IMG]Hello,

    First, i'm not sure to be in the right place, sorry if I'm not.

    So, as the title says, is the UDK a good tool to make a remake of this fabulous game?

    For the one who don't know, Dungeon Keeper is a sort of a RTS/god-game where you playing an evil Dungeon Master. Dig some golds, build rooms for you evil minions, set-up some traps and kill the good knight and his friends who wants to destroy the heart of your dungeon. And it is developped by Bullfrog (Popoulous, Theme Park, Syndicate : American Revolt). If you want to know more, Dungeon Keeper is now an Abondonware (I think)

    Do you think that UDK is adapted to make a remake of this game? And would it be interesting?

    Actually, the thing I fear the most , apart from all the creative stuff, is the IA. Is it possible to make an IA who is far from the basic gunner of Unreal? Hopefully I didn't dig deep in this matter, so It must be a way, maybe.

    Thanks for reading.

    Regards.

    The UDK is capable of anything......
    You're its only limitation............If you've got what it takes, anything is possible

  3. #3
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    Your only limitation....is a cease & desist

  4. #4
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    Quote Originally Posted by darthviper107 View Post
    Your only limitation....is a cease & desist
    ? And it was you're, not your

  5. #5
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    What? No. "You're" means "you are"

    "Your" shows ownership of something

  6. #6

    Default

    Darth is right. You're is a contraction of you are. Now the spelling is out of the way, I think you should go for it.

    The way I'm currently learning mapping in UDK is by recreating old Q3 levels. It's a effective method of refining your skills, as implementing a brand new, completely original idea can be rather tricky sometimes as you obviously have to build it up.

    What's your level of experience in UDK btw?
    Last edited by Bruceleet; 04-20-2012 at 05:20 PM.

  7. #7
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    Who even owns the DK rights anymore?

  8. #8
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    Cool

    You two need to brush up on "your" grammar because "you're" lacking the grammatical skills to quote English to me

    Check the link, you might learn something

  9. #9
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    your lacking an ability that let's you, focus on content's instead of irrelevant detail's

    Burn. Feel the fire. ^^

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    Both comments were using the correct version btw, grammar shouldn't have even been brought up

  11. #11

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    Double post - deleted.
    Last edited by Bruceleet; 04-20-2012 at 07:24 PM.

  12. #12

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    I think Lex thought you was correcting him, which caused the confusion.

  13. #13
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    Why not just make a game that is inspired by dungeon keeper, but still your own IP?

  14. #14

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    About my experience I already made a prototype of a space shooter with some friends, but the development was a little messy. (the "trailer" http://www.youtube.com/watch?v=0Ez9MWfpFow)

    But I consider myselft as a beginner.

    To answer your question, Ankangronto, I heard it was instructive to remake games before creating one. And, maybe I could implement new functionnality like new rooms, new creatures, new map, new traps, an equipement feature, a guild system beetween creature, and other.

    And I will not engage myself in the grammatical debate which occupy a part of the first page of this thread ^^

  15. #15

    Default

    About my experience I already made a prototype of a space shooter with some friends, but the development was a little messy. (the "trailer" http://www.youtube.com/watch?v=0Ez9MWfpFow)

    But I consider myself as a beginner.

    To answer your question, Ankangronto, I heard it was instructive to remake games before creating one. And, maybe I could implement new functionnality like new rooms, new creatures, new map, new traps, an equipement feature, a guild system beetween creature, and other.

    And I will not engage myself in the grammatical debate which occupy a part of the first page of this thread ^^

  16. #16
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    The problems that you will need to over come are:

    • Terrain - Because the terrain in Dungeon Keeper can be modified at will, it's difficult to dynamically change the terrain/world in UDK without giving up other parts of technology. If you use lots of static meshes to represent the grid area then the difficult part of this is lighting and texturing.
    • Pathing - Dynamic pathing is possible in UDK, but not to the extent that you probably need. So this will have to be an Unrealscript solution.
    • Lighting - Due to the dynamic nature of the world, it's likely that you will need dynamic lighting for the whole thing. While performance will still be okay with a pure dynamic lighting solution it will still be troublesome how much you can actually do.
    • Painting textures - Dungeon Keeper allowed you do "paint" rooms. While the floors will be easy enough to do, making sure you can paint the walls of the rooms can potentially be difficult. Adding decorations into the room would also potentially be problematic.


    Those are the major things you'll need to add to UDK and test before moving ahead.

    Also EA now owns the license to Dungeon Keeper I believe, since they bought BullFrog.

  17. #17

    Default

    • Terrain - Because the terrain in Dungeon Keeper can be modified at will, it's difficult to dynamically change the terrain/world in UDK without giving up other parts of technology. If you use lots of static meshes to represent the grid area then the difficult part of this is lighting and texturing.


    I planned to used many static meshes to represent the different blocks. If I'm not mistaken, the difficult part will be to apply the right texture and right lightning depending on the other block, right? And the same goes for the rooms.

    For the other point you mentionned, I will make some research and try.

    Anyway, thanks again for your advices

  18. #18
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    Using lots of static meshes is not going to be good for performance.

  19. #19

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    Mmmh, is there a way to optimize?

    Is there another "type" lighter than static meshes ?

    Or maybe showing only block which are seen by the player?

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    It's not the type, it's simply the matter of number of objects

  21. #21

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    I understand his point, and that's why I am asking, if there is another type which I can use massively without affecting the performance.

  22. #22
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    well obviously you'd want to use the least amount of unique meshes, since it would instance them to save memory. But there's no possible solution to the number of objects issue.

  23. #23
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    You should be fine using static meshes to represent various blocks of terrain. You'll have to experiment to find out how big you can make the maps, (eg, 64x64 blocks, or 128x128 blocks). I'm not sure how many blocks large the previous maps were, but you might start with a size similar to their small map, first.
    Last edited by kaleden; 04-24-2012 at 07:37 PM.

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    http://warfortheoverworld.com/
    http://subterraneangames.com/

    We made a working prototype, and now we're making the real stuff.
    And by the way there is way more complexity than stated so far ; )

    If you are interested in a game like that, I suggest you to apply to our website

    We're pretty much working under the hood since we are working on our IP before posting any video.


 

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