Dundradal
Frog Blast the Vent Core!
Just saw this before heading off to work...
http://kotaku.com/amazon-releases-its-own-game-engine-for-free-1757995787
http://kotaku.com/amazon-releases-its-own-game-engine-for-free-1757995787
My only question is: how hard/easy will it be to make a wing commander game with it?
From experience, very hard.![]()
Blaster said:I guess a better question would be: how hard will it be to create a Wing Commander game with the Star Citizen mod tools once they become available?
From experience, very hard.![]()
I've not had the "pleasure" myself, but among people who have worked with it, CryEngine is notorious for being tough to work with, and also poorly supported.Particularly being based on the CryEngine? Or just a general point about the work involved from going from an engine to a game?
Generally speaking, though, for all the difficulties involved with working on a third party engine, developing your own engine these days is very, very hard to justify.
It is completely amazing that they did this but I'm a little confused as to why? It looks to me like Amazon is taking on a lot more overhead for no direct benefit, or indirect as far as I know. If they want to be another steam, they don't need to have their own game engine to do that. Or is it an attempt to get game developers to be locked into amazon web services? But developers aren't paying anything to use those services? Or do users pay? In which case why would anyone do that when steam services are free.
Fees come in only, as Lumberyard’s official page notes, if the game takes advantage of the engine’s integration with Amazon Web Services for multiplayer.
It does depend on the circumstances a lot, naturally, but I really don't see under what circumstances it is justifiable to build your engine in a small-to-medium company. And I absolutely disagree on the need for your own engine when working with a publisher. Modern game engines like Unity and Unreal are often clunky, but they are clunky precisely because they are designed to handle most game genres. Yes, you need to devote some effort to adapting an engine for your purposes, but we should always keep in mind that this effort is substantially smaller than the effort of actually building and maintaining a game engine. As you know very well, engines develop not only incrementally, but also at times they go through total revolution - major rewrites, where you basically get to throw half your code out the window. Why would you want to deal with this internally, when you can push this cost onto a third party? It's the equivalent of building your own camera when making a movie - what on earth would induce anyone today to build their own camera? What's more, this can be outright dangerous. One of the companies I collaborate with in recent years, ran into a brick wall, essentially, because they had their own proprietary engine. They had continued to update it from around 2005 until 2015. But they didn't have the resources to keep up with technological progress. Their last new game on this engine, released in 2013, was considered visually lacklustre. They then ported it onto the PS4 in 2014, adding some visual improvements again - and now they were absolutely panned, because what was passable in the previous generation was now entirely out of place. This is an almost insurmountable obstacle, because they don't have the programming power to upgrade the engine, nor the resources to hire them. The best they can do is to write off the engine, and pick up a third party engine. Only now, they also have to deal with the costs of adapting a third party engine at a time when it is least convenient for them.With all the issues associated with third party engines it's hard to justify not having your own engine. There are ways to lighten the load of development, middleware, open source software (sonys ATF tools and level editor can take a massive load off) because one day a publisher will ask you for something (or develop for some platform) you can't do well in a third party engine. Unless you are in the pleasant position where you can turn down work.
That said I do feel we are at the point now where every developer, large or small, when approaching a new project should be considering third party engines - just not yet at the point where it's wise to put all your chickens in one basket.
It does depend on the circumstances a lot, naturally, but I really don't see under what circumstances it is justifiable to build your engine in a small-to-medium company. And I absolutely disagree on the need for your own engine when working with a publisher. Modern game engines like Unity and Unreal are often clunky, but they are clunky precisely because they are designed to handle most game genres..
Yes, you need to devote some effort to adapting an engine for your purposes, but we should always keep in mind that this effort is substantially smaller than the effort of actually building and maintaining a game engine. As you know very well, engines develop not only incrementally, but also at times they go through total revolution - major rewrites, where you basically get to throw half your code out the window. Why would you want to deal with this internally, when you can push this cost onto a third party? It's the equivalent of building your own camera when making a movie - what on earth would induce anyone today to build their own camera? What's more, this can be outright dangerous. One of the companies I collaborate with in recent years, ran into a brick wall, essentially, because they had their own proprietary engine. They had continued to update it from around 2005 until 2015. But they didn't have the resources to keep up with technological progress. Their last new game on this engine, released in 2013, was considered visually lacklustre. They then ported it onto the PS4 in 2014, adding some visual improvements again - and now they were absolutely panned, because what was passable in the previous generation was now entirely out of place. This is an almost insurmountable obstacle, because they don't have the programming power to upgrade the engine, nor the resources to hire them. The best they can do is to write off the engine, and pick up a third party engine. Only now, they also have to deal with the costs of adapting a third party engine at a time when it is least convenient for them.
When we were developing Dogfight 1942, on a horrible, horrible third party engine that hadn't even been properly tested, there were many issues with the engine. It was a nightmare for the programmers. Now, here's the thing: we had about ten programmers. We compared our numbers to the team that had worked on a similar project, Heroes Over Europe, using their own engine - they had more programmers than we had staff altogether. I disagree with the idea that a proprietary engine is preferable, because I think that if something is impossible, it cannot be considered preferable.
It sounds like they're trying to find a way to monetize that and as well as monetizing twitch stream integration. They seem to be counting on the movement to turn gaming into a spectator sport. Amazon already does cloud hosting and server hosting for game companies as it is, so they're gambling that developers will be attracted to the platform because they will get a bit of a bonus because several services they would want to support anyway will be all in one place.
I think it's also a difference of opinion between programmers and producers. When you are managing production costs, very often "brilliant" is the enemy of "good enough but on budget". Very often, you must start off making compromises at the point of planning a project, rather than late in production. Very often, you will be shaping your project based on the technology available, rather than choosing technology for the project, because that's simply the way reality works all too frequently, unless you happen to be EA.This is actually a common difference of opinion between programmers and designers - one I feel that is probably influenced by the fact that in-house tech is often more appropriate to games that are performance critical but light on design. For many projects speed can be far more important than functionality or content. (...) Now these options don't represent the majority of contracts - which is why I was very careful with my choice of words; but they're there. We've spent a year producing our own tech, the results have been exactly what was anticipated, very good performance (actually exceeding my expectations), but losing programmers to tool creation and tying the hands of your content creators.
Ah, but this is exactly the reality of that particular situation: working as they were in air combat games, without tremendous sales growth, they were stuck making their games on progressively smaller budgets. That's what prevented them from both upgrading their tech, and from switching to a different technology. You have to understand, it's a whole different world once you take economy into account. A decision that to you might seem so obvious that you find it hard to see how anyone would disagree, might not even be on the table in some situations.but there is no excuse for hitting any kind of brick wall with your own tech unless you don't have the right people. I would say, rather strongly that your experience there flies in the face of everything I've personally seen in the industry, and was either the case of a bad tech team or one that had been shrunk?
I am going to go out and say that whilst your general point is one easily backable, this particular claim is just plain wrong.
Well, Dogfight 1942 is nothing to write home about. It's far from impressive, the reviews were average. Graphically it looked ok, but actually got worse towards the end of development, because the limitations of the third party engine and the lack of programmers meant that the only way we could optimise the game was by cutting down the graphics. Also, difficulties with the engine caused the game to ultimately go over time, which obviously also inflated the budget beyond what was originally planned. So far, all indicative of the third party engine being a bad choice, right? But Dogfight 1942 was developed at a time when the company had not done air combat games for about three years, and had no experience whatsoever with console games. And this game was developed first for the Wii, and then for the PC/X360/PS3. With that team of about ten programmers. Actually, I think there were a few more programmers when the Wii version was being made, but then a number of people were fired as a cost-cutting measure. So, what's the comparison to make here? On a third party engine, Dogfight overshot its budget and timeline, and didn't look great - but on a first party engine, the game would never have been made, because the costs of developing an engine for this game would have ultimately made the whole game unviable.I can tell you our own tech was developed with fewer programmers than you had on Dogfight 1942 then, even including the gameplay programmers. And we couldn't support every project type - I'd have to check out Dogfight 1942 to offer an opinion on that specific case - please try and remember that I am not, by any means, claiming that in-house should be the default choice, quite the reverse.
Hey you modders. What is the ideal game engine for making Wing Commander mods? I always see the Freespace open engine being used but wouldn't something like unreal 4 be better? Just curious. I don't have any skills in this department.