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Need UDK to mature to a Game Engine...

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  • replied
    Well I'm working on three actual games actively (two personal projects, one with a team, and then a couple of things on hold, and then various smaller projects to see if ideas and things work), two of which are with the UDK, although I'm well aware of what's going on with each of them, I don't really need a project manager to keep track of anything.

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  • replied
    Originally posted by Solid Snake View Post
    I've worked with quite a few commercial game engines and I haven't really seen many (if any) that actually has a project manager?
    Second on that. I've never seen a commercial game engine that has a project manager. Most of them do not even have what unreal has...
    A game engine is not 3ds max or photoshop where you have several files working at the same time. Usually a game engine is used for the development of one game at a time...
    But if you guys can develop several games at the same time then... wow... I'll just go away...

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  • replied
    I've worked with quite a few commercial game engines and I haven't really seen many (if any) that actually has a project manager?

    And as it has been stated, NemesisX64 has sorted this out by developing his own one.

    So why are we still *****ing about this? It's solved. Done. Move on. (We don't need an official Epic one either, if a community member has done it, then that's just fine)

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  • replied
    Does that make sense to you at all Henrik? You seem smart, decipher it.

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  • replied
    This thread is still alive? Yeesh..

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  • replied
    I have no idea what you're saying in that, it made no sense.

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  • replied
    Well if UDK was a true game engine it would be blank aka API and you would have to add everything they already gave you that you take for granted.I just think once a or some projects appear that competes on the AAA marketplace and isnt a small demo or test but a full blown title then its matured.But shouldnt be to long before that happens

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  • replied
    I locked 30 Macs up at the same time once, by trying to use one in a network.

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  • replied
    I got a Mac to turn on once.

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  • replied
    Well, Unity comes from a Mac background, where things work differently, I guess (since I've never been able to figure out how to -use- a Mac to do anything .. likewise, I couldn't figure out how to make Unity do anything either, other than modding the example game that came with it.. much like vocal people here complain about a lot)

    Unity basically stores each "game" in a seperate folder from each other, and allows you to switch back and forth between different games without closing the editor. It also has a "New Game" button somewhere in one of the menus, that creates a whole new folder and starts you from scratch.

    You don't need a "front end", you don't need a menu, and when you hit "Build Game", you get a single EXE (or a single web-browser-plugin) that contains the entire thing.

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  • replied
    Originally posted by Anslem View Post
    They'll add one soon, they're not idiots. This is a beta after all.
    They've had more than a decade to add one to the Unreal Engine. I also can't name any other engine that has this by default, with the notable apparent exception of Unity? Nothing I've worked with has these sorts of setups.

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  • replied
    why would that be a standard function for any game engine, when you're generally dealing with exactly one game?

    not saying that it shouldn't be improved. There's a guy named Nemesis around these forums that has something decent going, I hear.

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  • replied
    The 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.
    A project manager is a standard function for any game engine, period.

    You might not mind editing ini's and so on, but the fact remains is that it's simply not user friendly, and honestly, it's a little odd and nonsensical having to do it in the first place. If users can't even set up a blank project right off the bat without having to come here to find out how to do it well, that's a serious issue.

    They'll add one soon, they're not idiots. This is a beta after all.

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  • replied
    I've reading this for a while, and all I can think is that this guy is looking something similar to the Sandbox Editor in Crysis that is incredible easy to use in the UDK.

    I agree with everybody, programming knowledge it's a top-notch.

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  • replied
    Originally posted by XFunc_CaRteR View Post
    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.

    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.
    That is possibly the stupidest, most close minded and narcissistic statement I have read on this forum. Including the ones I post.

    So go use Unity, not an engine made for teams who are expected to have programmers. In as much I also imagine you would be ****ing lost without the programmers, since you seem so against the idea of editing an ini file. And no, programmers will ALWAYS be necessary, you can't write a program without programmers. Regardless of what you're using, you'll need them. Even if the entire engine, in the unfortunate case, is completely GUI with no option to program or script in events manually, you still need to make models which usually will use scripts and plugins, which a programmer will have to make, custom filetypes a lot of the time, a SDK if you're including mods, a programmer to work on the source if it needs to be changed which a lot of times it does, or else no one would ever buy an engine with the source, making an inhouse engine, codecs for video playback, and a lot of other things.

    Why would Epic waste their time on developing something completely unnecessary because you CAN easily do it yourself, especially when they're making for the most part no money on it right now, when they can work more on stabilizing everything and other projects that they get 30+ grand contracts from?

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