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Need UDK to mature to a Game Engine...
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Blade[UG] repliedComparing UDK to Unity is like comparing a Ferrari to a Focus. Sure, ok, maybe you can figure it out because you're not a programmer. Now, try to get a programmer to figure something out. Your favorite toolset was written on Macs, by Mac users, for Mac Users.
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Solid Snake repliedThe problem is that writing a project management program that you'd probably only use once per project simply isn't worth the time effort involved for the benefit you get out of it.
In this case, having to alter the ini files is a trivial task for a human to do. Opening up an ini file, look for the appropriate variable line you need to alter and then adding the changes.
While an application can exist to do this task for you, the time it takes to write an application is probably going to be much more than you'd expect. Also the actual gain from it so minimal that there is little point.
About the UTGame directory; this is also another trivial matter. Borderlands has "WillowGame" and a few other Unreal based games often have "project nameGame". Does this actually matter at all? Do users even care? There is quite a bit of change involved with changing that directory name actually, and the changes involve a recompile of the engine. It may seem trivial to you, but like most things ... the devil is in the details.
What Epic doing now is more sane and beneficial to developers in that they are patching the engine for stability, usability and extending its feature set. After all, what would you rather have? A neat program you'd use only once to start up a new project or a new feature?
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UnspoiledWalnut repliedThe GameCreators.com... full game development tools for ten year olds. What do you expect for fifty dollars? I've used some of their stuff that wasn't too bad given how cheap it is, the X-Quad editor is kinda fun to use.
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MasonThird repliedOriginally posted by gfx.addict View PostI don't know how to say this, but I think current versions of UDK is more like a Mod Kit than a full fledged Game Engine. Because,
1. It has no Project Manager. We have to manually edit ini strings to get our things running. Which looks & feels more of a Mod Kit than a Professional Game Engine.
2. Why do we have a use UTGame Folder in our Games? If Epic is charging 25% for the released Games, it should make UDK to have more features of a Professional Game Engine than that of a Mod Kit for UT3.
etc etc..
There are a lot of features currently in UDK which dictates that we are using a Mod Kit. I & many of us here in the forums would like Epic to transform UDK into a more mature Game Engine in the coming days.
At least that's what i am looking forward to.
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NothAU repliedI'm not suggesting the UDK doesn't get improved, infact earlier on in the thread I said I'd be all for a Project Manager.
It's been stated that it's not a necessity, no reason for a Developer vs Designer war to start up
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BigDaz repliedOriginally posted by eTrust View PostThat wasn't said, merely that you shouldn't expect everything to be handed to you on a diamond-encrusted 24 carat gold platter.
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XFunc_CaRteR repliedI'm sorry... I guess UDK is fine as it is now and needs no changes or improvement.
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ambershee repliedOriginally posted by XFunc_CaRteR View PostThis is arrogant. Game design is not programming. Don't confuse game design with a production skill. Programming is just a means to it. In fact the less need to do it, the more non-programmer types (they are involved in game development) will be invited in, and the more diversity there will be in games that are made in the future.
More to the point, editing a few ini files has nothing to do with programmers in particular, anyone can do it and it's not difficult - especially as (and has been mentioned before) the process of setting up a project is well documented and takes less than ten minutes to achieve.
Originally posted by XFunc_CaRteR View PostThere are, by the way, game designers who aren't programmers. They are researchers, mechanics and balance designers. I designed a pretty big serious game about disaster response and the programmers were just f*cking lost without me doing the subject-matter research with the client and writing the design doc so they (the programmers) could then interpret it in code.
Originally posted by XFunc_CaRteR View PostBut this evades the central issue, which is that fundamentally an application handles stuff like this. This is exactly what Unity does. It arranges this stuff in a front-end interface. Making a "point" that we "should" be able to handle this stuff is lack of attention to detail. It's making excuses.
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XFunc_CaRteR repliedOriginally posted by immortius View PostOr more bluntly, any group that is unable to deal with ini files without some sort of integrated tool has no hope of programming anything and thus lack the ability to make a game in the first place.
There are, by the way, game designers who aren't programmers. They are researchers, mechanics and balance designers. I designed a pretty big serious game about disaster response and the programmers were just f*cking lost without me doing the subject-matter research with the client and writing the design doc so they (the programmers) could then interpret it in code.
But this evades the central issue, which is that fundamentally an application handles stuff like this. This is exactly what Unity does. It arranges this stuff in a front-end interface. Making a "point" that we "should" be able to handle this stuff is lack of attention to detail. It's making excuses.
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ambershee replied^ This. Ini editing is trivial and involves little more than opening up a file in a text editor. Writing an application to put the ini data into ordered pages isn't impossible, in fact it's quite easy. It is also however extremely time consuming, and needs to be updated every time UDK is updated, so there's also a lot of potentially time consuming maintainance to be dealt with on top of that.
Finally, when you start creating a large number of config files with custom settings for yourself, and you more than likely will, it is also not possible for this editor to magically pick up on them; how is it supposed to know what ranges of values your config might take? You're back to editing the ini files by hand again anyway.
In all reality, it's very easy (and well documented) on how to start a new project in UDK, it takes less than ten minutes. Compared to some other "professional" game engines with five and six digit price tags, it can be a walk in the park, without having to have a programmer doss about with project files and manifests.
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immortius repliedOriginally posted by XFunc_CaRteR View PostThat's a dumb attitude toward product improvement.
Basically the original poster is saying why are you making us futz around with these stupid minor files instead of integrating them into a full app-like solution that handles this stuff in the background. We are here to design games, not mess around with configurations.
Or more bluntly, any group that is unable to deal with ini files without some sort of integrated tool has no hope of programming anything and thus lack the ability to make a game in the first place.
While some sort of ini management tool may be nice, it is neither necessary or even highly desirable. It is a trivial nice-to-have.
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Solid Snake repliedFor a 25% slice of whatever a developer's game makes, Epic - not the community - better be doing the work to improve their platform.
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Blade[UG] repliedI suppose while we're doing this, I will point out that there are many things that, imo, need to be changed, to really be able to do some more things with this setup.
The position of where audio is being listened from needs to be able to be seperated from the camera position.
The point where things are determined "relevant" to a client needs to be seperated from the position of the player's .. pawn? controller? not sure which one is used there... but there definitely needs to be a way (other than setting everything in your game to bAlwaysRelevant) to deal with relevancy for non-fps games
Need a lot better control over positional audio.
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