I'm currently building an open world sandbox game with Ce3. I've decided to move to another engine because I'd like the option to gain a license and hopefully sell the game.
I've been considering building this game with UDK, but I'm unsure of it's capabilities regarding an open world game.
So far, in CryEngine 3, I've constructed a largely detailed area, with fully enter-able buildings, all equipped with interiors and interactivity. Everything runs smoothly.
Being a zombie sim, there will be hordes of simple AI. I don't want all the resources to be eaten by the graphics. CryEngine seems to do a good job of optimisation regarding lighting. I'm not sure about UDK though.
Is this type of game possible with UDK? If not, could anyone lead me to an engine that can support this with indie license options.
Thank you.
Replies
Regarding lots of simplistic AI, it's up to you to reduce the weight of that task. Do zombies persist or are they randomly generated as you approach an area?
I'm hoping to use level streaming quite extensively if that would work. I'd like to aim for a next-gen type quality (being extremely optimistic).
The zombies in cryengine are currently scripted to be persistent. The engine just remembers the location of them and respawns them accordingly. I guess that wouldn't be difficult in UDK.
I'm considering taking a more CoD Zombies approach with all this hype about zombie sims at the moment (DayZ etc), but open world would be preferable, giving an even better horde mode experience with scavenging, building etc.
If any of you guys know of any engines more suitable than UDK, please let me know!
Thanks.
If you're after an indie type thing then UDK or Unity would be best. Of course they have different license types but I suppose its to your preference. UDK would be good for an open world type game but a lot more work will be required for optimization, culling etc...
Take Silent Hill: Downpour for instance, it uses UE3 and is a great open world type game. But it is known for having bugs/issues.
I'm interested in making a more 'modular' terrain or world type. Just like being able to enter buildings, should destroy and modify the terrain depending on what you do to it.