Since the last post I’ve been looking into UE4 as the new alternative and so far I really like what I see. Epic has made some major improvements to the workflow and a lot of the features that were strangely absent in UDK finally made their way onto UE4. Royalties for commercializing a game with UE4 has also been cut down to 5% of total revenue instead of 25% as with the UDK (though the first 50k stayed with the developer) This is good news for independant developers like me.
At the moment, my rig is unable to run UE4 but with some help from a friend, we’ve put together a beast of a system that should run it without any problems. This is my first computer upgrade in…over 10 years? Talk about being out of the loop! The new rig should be here fairly soon so I’ll be able to get my hands dirty with the new engine.
About the only thing I regret is that all of the work I put into the Dynamic Light system on UDK and Day/Night cycle will go to waste. However, as nice as it was, it still had some problems when it came to faking Global Illumination. Outdoor scenes were lit nicely but if you had any interiors such as a building with no lights or an underground sewer that needed to be dark, the GI would still apply itself because I wasn’t able to occlude it for those areas. Since all of my other assets (aside from the code) can just be re-imported into the new engine, not much else was really lost.
I will have to rebuild the functionality and game mechanics from the ground up again because UE4 uses C++ instead of UnrealScript but they’ve developed a really powerful visual scripting system called Blueprint which I’m hoping will save me from having to do any programming. It seems like UDK’s Kismet except on crack so I can’t wait to play around with that.
I’m very sorry if my last post seemed harsh but I was just really frustrated with working with the UDK for all this time and having little to show for it. Though I hate the UDK with every ounce of my being I would have never abandoned the project.
Out Of Hell: Complete (working title) will be going true next-gen and with the kind of power UE4 has inside of it, we’ll see what I can do with those kinds of tools at my fingertips!