Unity 3D and Unreal 4.5
Having to kill a project I’ve been working on (long story short the guy who help come up with the story had a falling out and the safest route was to kill the project.) put me in a weird place, that lead me to trying Unreal Engine 4.5. I know a few of you guys have been thinking of trying it out so I’ll post my experience. First my Unity 3D experience: I’ve been using Unity 3D for about 3 years and ORK was the first asset I bought.
Unreal 4 is $19, you can do $19 a month and that will get you all the fun updates or you could just pay $19 and it’s yours without the updates. They also charge 5% of your total gross for anything over 30k, that’s a lot more expensive that unity 3D.
Programing:
This being the ORK forums I’m assuming you guys are using ORK Framework. Unreal 4 uses C++ and a system called Blueprint. I don’t know C++….. but Blueprint is awesome, it would be easy for anyone who uses ORK’s event system to get a hang of Blueprint. ORK Framework overall is like Blueprint of steroids, especially if you’re thinking of doing a RPG.
Editor:
Going between Unity 3D and Unreal, it’s a bit of a learning curve. Unity feels more user friendly (not sure if that because I started in Unity or the interface is just easier), but Unreal offers a lot of nice tools not offered in Unity (without buying assets), geometry editing, texture alignments, and a lot of different lightmapping tools.
Lighting and Shaders:
This is where Unreal shines (at least when it comes unity 3d 4.6), the stock lighting is amazing, the reflection sphere/box use less GPU than Unity. Particle emitters do amazing work, Shadows are mind-blowing, Reflection are crazy good.
Overall:
I don’t think I can pick a side…. Unless ORK comes to Unreal…..I have a small project about 50% done in unreal and something in the works back in Unity once this is finished. If anyone is interested I can give them beta access to my Unreal project so they can get a feel for the Lighting and Effects compared to unity.
I'll continue learning Unreal slowly but probably won't really switch until ORK comes to Unreal, if that may ever be. :)
Certainly Unreal has a great need for ORK. : ) Someone should get up a petition. : )
It wouldn't even require a big full-fledged ORK to add a lot to Unreal -- even an ORKlet would be a big improvement.
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I've designed for both professionally and unless I have a 80+ team for AAA production, or the specs require some serious multiplayer aspects, (or if you're super comfortable coding in C++) I usually feel most comfortable in Unity; and that goes especially for primarily 2D games.
It would be silly to expect GiL ever porting anything to Unreal, though. There's no established framework for selling it, it would be impossible to maintain for both engines; and I get the feeling that GiL probably prefers Unity to Unreal as well.
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But the Unreal engine does have a viable Marketplace where a developer or graphic artist can sell their work. Manufactura4K, one of my big favorites for Unity game graphics and one of the biggest successful graphic artists in the Unity Asset Store imho---a big favorite for a lot of Unity users--has many graphics there now. That makes me want to keep my hand in with Unreal. : ) While I finish my Unity games, I will continue to dabble. : ) And see what happens down the road. Just seeing that he and Bitgem are selling there means they must have a reason as neither of them probably needs more income than what they get from the Unity asset store and their own websites.
It means they have an interest in Unreal and if they have an interest, I have an interest. : )
It's like playing the stock market. Curious to see what happens. : )
I still love Unity and will probably make my next five games with Unity and ORK in Unity but as with all cats, I have a great curiosity to see how things develop. I can't keep my paws off the Unreal button on my desktop when I get a break from developing my Unity games. : )
Maybe it's Kismet. : )
I absolutely am very happy with ORK as it works so well for the things I need to do. With the node system it takes me minutes to clone and adjust things like quests so am more productive.
I can knock five quests out in about ten minutes-- once the dialogues are written out and I've created the quest items and rewards.
So I'd say I too am in love with the ORK Framework and Unity and am investing my time and imagination and long hours of work firmly in there.
Besides I have a game almost done that am having a lot of fun with made with Unity and ORK. : )
I know Cryengine is a possibility but I like what Unity and ORK do on mobile. : )
You can do a lot with Unity terrains and they work on mobile. I think Cryengine does look like a beast on PC but then you have to do all the 90 percent that is not graphics and get all that working and get a marketable game out of it. : ) Imho the best market right now is on mobile.
Sitting on the NYC subway tonight everybody around me was playing some mobile game. : )
Probably none of them had ever played a PC game in their life. I've only played one or two--Pahelika and some other one from Big Fish Games-other than Runescape which is my favorite PC game but haven't had a chance to go there for a long time.
Mobile games give you something personal and for that I like Unity and ORK for creating them because I can actually get the thing done.
That's the real beast--to get the thing done and out there in the market. : )
Everywhere I turn, I hear that the mobile game market is saturated. I looked at your iOS game and it looks cool; is it profitable though?
The Quest-Hero of Lukomorye I
The Quest-Hero of Lukomorye II
The Quest-Hero of Lukomorye III
The Quest- Hero of Lukomorye IV
The Quest-Hero of Lukomorye V
The Quest-Mithril Horde
The Quest- Mithril Horde II
The Quest-Cursed Chess Set
The Quest-Escape from Asteroids
The Quest-Attack from Asteroids
The Quest-Celtic Rift
The Quest- Celtic Queen
The Quest- Celtic Doom
But you can always use your wits alone to get interest in your game at Touch Arcade.
Keep in mind a lot of those free to play games that people play have in app purchases and make a small bundle! Apple loves those apps. Eventually will get to including in app purchases but not yet because our players don't like them.
We'll do more advertising for our new iOS game Omber. The more games you have out there the better known you become. And that helps you.
The mobile game market is full of games but also there are millions of users and always new users out there. And a well thought out game with interesting gameplay can attract its share of players so the saturation is not so important a factor. There are ways to stimulate sales of an iOS game at TouchArcade as I touched on.
: )
We just want to make beautiful fun games that give our players pleasure and so we try not to think of the business side until we have to. You do have to promote your game somehow though. And yes the market is saturated but there are always eager new players all over the world. Like everything else you have to work hard to get your game out there. :) And then try to get it as much attention as you can.
Win/Mac are the platforms of choice for me now, in fact I plan to work throughout the new year on a relatively hardcore, text-heavy RPG title. Then I plan to take the tried-and-true PR route of Twitter, Facebook, Reddit and Tumblr to stir things up a bit.
An Android port is on the radar, but the iPhone/iPad feels alien to me at this point. :)