Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Personally, I don't care about Unreal 4. I'd rather play it safe and stick with Torque despite all its shortcomings, but we *will* need a better engine sooner or later, so might as well do it now. I'll give our programmer 6 months to fuck around with Unreal 4 and try to make our tools and system work. If he can't, we'll re-evaluate because releasing the game in 4 years is more important than using Unreal 4.LOL good luck coding RPG in blueprints. I see this is some extreme amateur Unreal fanboism going on here. I wont be arguing with that.
What I like about Torque is the scripting system. We wrote TorqueScript scripts (all kinds) in the dialogue editor, saved them as text and let Torque executing them in game. UE4 doesn't have any text scripting (as far as I know), so we'll have to use the blueprints. If you're right* and we can't do anything complex with the blueprints, we'll go back to Torque or consider another engine that comes with a source code.
* It's hard to take your word for it because a few posts above you've admitted that you "don't have much experience with Unreal 4, almost none", so I'm not sure why you're arguing.
A short (about 50 fights), party-based combat game using the AoD systems and assets. We can put it together in under a year, which gives me enough time to work on the colony ship game and have everything ready by the time the dungeon crawler is released. Basically, it's a game for people who liked our combat system, wished they could play it t in a party-based mode, and don't mind paying $8 for it. It won't have much of a story, just fight your way out of a prison mine. It will have new creatures, weapons, and armor.Kudos for having the guts to take the time on pre-prod.
Not directly related but what's the dungeon crawler they keep mentioning as a focus for the dev/art team during pre-prod?