If I am creating a commercial UDK game, what sort of options do I have in terms of licenses for the end users. I am talking about license keys that will come with purchased copies of the game. Do I need to write a wrapper for the installer that checks the key against our database, which will work for the initial installation, but after that how might I manage the keys. Does the UDK limit the possibility of license keys because we cannot access the source C++, or is there anything built into the engine that could allow me to do this sort of checking?
I only ask because UDK packages your game into a .exe that doesn't do any sort of license checking. So this would allow one person to purchase the game, and simply host the installer or pass it along to friends, giving them a free copy of the game. Yes, I am aware that games can be cracked, and no doubt if its popular it might be hosted on torrent sites etc.
Cheers,
Tristan.
I only ask because UDK packages your game into a .exe that doesn't do any sort of license checking. So this would allow one person to purchase the game, and simply host the installer or pass it along to friends, giving them a free copy of the game. Yes, I am aware that games can be cracked, and no doubt if its popular it might be hosted on torrent sites etc.
Cheers,
Tristan.
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