I'm writing too much of these journals lately, but screw it. I need another advice, but this time it's development related. It comes to the engine specifically.
I'm considering changing the engine my project is running on. The choice is as follows:
id Tech engines (tech 3 or 4 specifically) - I'm a big sucker for id Tech and really love their engines, each of them is great and has it's advantages and disadvantages, but they are pretty outdated by now and not that flexible. I'm moderately experienced with working for Tech 3, 4th iteration being a bit too obscure though.
Source - I'm not too much experienced with Source, but having a good familiarity with GoldSource might help me with that.
Unreal Engine 4 - the big hitter lately, it has everything a modern engine should have, but I don't have any experience with it at all.
CryEngine - like UE 4, no experience with it.
Berserk option - develop a Half-Life mod, then go standalone with Xash/Solokiller's engine once it's done.
Since what I want to achieve is passable/decent graphics with great gameplay, keeping up a good and relatively efficient development and speed, and cross-compatibility, which engine should I choose?
Or you can switch to Source and make a Dark Messiah of Might and Magic 2.0. But I can't help you with that because I'm unfamiliar with Source features and workflow as well.
Trust me, when I used CE1 for the first time, it took me around 6 months to get used to it. But that's why it now listens to me like I'm its master. >:)
Any latter CryEngine is also nice, and the graphics are as you make them. Far Cry 1, and the Crysis series were made on CryEngine (FC1 used CE1, Crysis used CE2, and Crysis 2 and 3 used CE3, I think).
The entity scripting here isn't that hard, either:
Also:
Now, Source is really nice, actually. It's basically GoldSRC 2.0. And I guess you could make the graphics acceptable enough, if you make good assets for it. It's cool. :^)
Unreal Engine 4... I can't say anything about that. I don't know anything about it.
The berserk option would be OK, but I heard that Xash3D has a few legal holes there and there.
And idTech engines... can't say anything about that, other than its lack of popularity (and maybe a lack of documentation, too, but I'm not sure).
It depends on the project and the features. I won't tell you which one to choose, though. But Source seems like a good choice, in my opinion.
Wouldn't recommend Xash though, because the mod can be left unnoticed on such an engine.
Hammer 4 would just load that new VTF+VMT on demand.
It's one of those handy little things.
Source also has improved limits compared to GoldSRC, and you can do interesting stuff with it.
The only problem being that Hammer 4 can crash sometimes. That's the only problem I've had with it. Random crashes out of nowhere, it exits without a warning. Thank goodness we have the backup files.
I'm waiting too, lol. I'm particularly curious about sounds, since, I think, GoldSRC can't support high-quality WAV files (the highest I tried was 22050Hz).
@Snehk
"I'm writing too much of these journals lately"
By the way, you weren't writing too many journals, that's at least how I see it.
Being able to have a completely clean slate OR using pre-made templates is something you really learn to appreciate when you don't have it, especially when you only want to make minor tweaks to things and are locked out.
It is also (as you noted) a modern engine, and while it's fun to tinker with old engines, I cannot stress enough the importance of keeping up with modern technologies as older engines will create and compound poor understanding and techniques. A modern engine will significantly simplify the process of understanding game logic, shaders, lighting and so on.
I would go as far as to say that UE4 is actually as much a learning tool as it is a creation tool, with the way it connects abstract and difficult to understand ideas to something visible and tangible that can be learned from.
Although I will also add that all of these things should be present in any modern game engine (rather than just UE4), but I've only personally worked with UE4.
I don't see the point in wasting time learning any of the other technologies you mentioned. They won't give you much flexibility and freedom and are out-of-date. There's not as much effort behind them as there is for UE4, where it's probably easy to find help or tutorials.
If you have the possibility of going with the most modern option, why refuse it?
If UE4 is too hard for you, there's still Unity.
The problem is, I've got the launcher running and configured, download started - but it won't download. It just stopped at "Please wait" right after I clicked download button. My connection is really slow, but it should've started long ago. Checking windows task manager, there's 0% internet usage from the launcher...
EDIT: Download started. Initialisation was just damn long. 5,4GB with my connection should be 2 - 3 days of download if they don't renew transfer for my mobile internet.
CryEngine is free then, and, just like UE4 (I assume), it really pays off if you spend enough time learning it.
Too bad by current hardware doesn't allow any of that.
Actually, the very first Unreal Engines (1, 2 and 2.5, I think), used BSP. But it's soooo dumb, it literally works by carving/subtracting rooms and then adding brushes into those rooms. I'd never map for those...
I hope Source 2 will be a good counterpart to UE4 and will not copy it at the same time.
In other words, BSPs nowadays would be more appropriate for physics collisions and models for rendering.
If you can't live without BSP and Hammer, for $50 you can have an Unreal Engine 4 plugin called HammUEr that allow you to get a VMF (Source 1 Hammer 4) file as a level in UE4 (with materials and such).
Because GoldSRC is for kids, UE4 is for the grown-ups.
Tell that to the developers of "The Core".
No, what I was saying is that GoldSRC (and Source) are OK learning engines for kids, just like learning QBasic is a kids' introduction to programming.
UE4 is for the big boys, just like C++ is... you know.
UE4 might be just as easy to get to, with blueprints and such. Just follow starting tutorials and when you'll learn enough, experiment. For GoldSrc or Source you have to code in C++, and most people would probably find visual blueprints easier to get to than learning programming language.
@Admer456
You make C++ seem as if it was extremely hard to get started. You don't learn basics of coding by trying to make an operating system, game engine or half-life mod. Getting started with simple tutorials is much easier. Take this for example:
#include <iostream> //this way you include libraries and stuff
using namespace std; *This way you specify that you're going to use namespace, so you won't have to type std:: when trying to use it's functions*
int main() //initialisation
{
string name; // you declare a string variable called name
cout << "What is your name?" << endl; //this will be written in console
cin >> name; //std::cin allows you to write to name variable
cout << "Your name is:" << name << endl; //this outputs text you typed
return 0;
}
It's not that hard as you make it.
HL/CS 1.6 (Had them both in the same folder) were my first games on PC. So yeah, that's one of the reasons I map for GoldSRC. The other one is laziness. I'm too lazy to fully switch to Source.
"UE4 is for the big boys, just like C++ is... you know".
I think Unreal Engine 4 is for everybody. It has blueprints, lots of detailed tutorials, etc. Even a braindead dumbass can make its own game on UE4 (can't say it will be a good one though).
GoldSRC is a closed-source engine that wasn't meant to be shared to the public, so it's not the best engine for practice.
I'm just here to kill them and then I'll be on my way.
Truth be told, I've simply not had time to learn anything beyond GoldSource. Source and more modern engines depend to heavily on 3D Modelling which is quite a step above the basic hacks I've done of existing models...
Unity / UE4 interest me, but it's certainly not something I could approach alone. If I ever seriously considered developing on either it would most certainly be with a team.
Take it as a "Kids' introduction to modding". That's what I meant to say. xd
Plz don't kill me, I still have so many things to do! Seriously.
GoldSRC is technically for everyone, but it served me as a good introduction to modding, and I was a kid at the time (2 years ago, LOL).
Now when I get my new PC, I'll probably get familiarised with the newer engines. :3
But as always, GoldSRC (and Source) stays in the heart. <3
Anyways, it's been three days already and I still got to download 1.8GB of UE4 then install it to do anything.
(yeah, I haven't killed anyone either)
Ion Cannon would be a better option (jk).
OMG, I did it again! Why do I have to take everything so seriusly? sigh
This is exactly why I dislike some jokes.
Because I take them too seriously.
Do you really, 100%, wanted to kill me or not?
Jokes aside, I'll let Urby do the killing first.
We wanted to test our new Ion Cannon.
Not really... not all of them, but I often don't recognise when somebody's making a joke, and that makes me sad because I think I won't be able to socialise properly with anyone. ;(
Also, good luck to Urby because he'll have to find me first. I do remember posting a screenshot of where I live (in Google Earth). Hehehe, then he'd have to find my home, because my address doesn't have a number (Ošanjići BB - BB means "bez broja", "numberless").
Yeah, I think I'm safe from him.
I meant stock GPL releases. Usually one does not choose a game engine to rewrite half of it and then gets started with projects.
You need to be a good enough coder to change the code, compile engine and get it running without bugs. While I'm good enough to code my own programmes, coding game engines still is kinda like black magic. And also, I want to choose an engine that'd allow me to focus mainly on scripting game logic and making assets, not having to change renderer or audio, input or output.
Both Tech 3 and 4 are heavily outdated, and getting them to UE4 level would take so much time that Epic will release several UE4 updates and work on UE5 before Tech based engines would be halfway done.
I'm not going to drop working with older engines away, you still can learn some basics on them, make successful projects or experiment (many thanks to Solokiller for reference and explanations on an idea I have).
Maybe I'll add Source to the pool of engines I worked with one day...
What improvements were made in your project's version of it?