If you did such a game you would have licensing issues. Besides, without access to the native code, you wouldn't be able to achieve the level of physics realism expected for this type of game.
If you did such a game you would have licensing issues. Besides, without access to the native code, you wouldn't be able to achieve the level of physics realism expected for this type of game.
But it wouldnt be a license issue anyways would it? Because you have games like Rfactor and the likes creating mods on a daily basis.
That doesn't matter, some companies don't care if you're profiting from their IP or not. If your game were to be bad, it could damage their reputation (or at least that's what they would tell you when sending you their lawyer strike team).
In any case, I think there's at least a handful of people if not more, working on racing games using Unreal. Go ahead! Just stay out of the copyright lawyers domains, because lawyers are bad things to have on your bad side.
also another point is that we wouldnt be selling the game. So we arent profiting from their "property"
Non-profit nature isn't a defence. Loads of projects get called out for copyright infringement every year.
All in all, there's nothing stopping you making a racing game or joining a team that is doing so. Just take the RFactor route and fictionalise everything.
The only issue is tho, Where would one start for such a project?
UDK is still kinda new to me. (Any help would be much appreciated )
start by making the cars and tracks. then you need to code a system for the race positions and stuff. then some ai if you want it. then some kind of menu system and your away, easy as that!
you need to break down whats actually involved in making a game like this, or any other game. then make the bits 1 by 1 untill you have the whole thing.
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