What do you guys think the odds are that someone would be able to tell 100% without a doubt that I'm using cryengine if I just went ahead and put a video on kickstarter anyway without a license?
A few things to me that give it away are- the standard ocean, default sky, and the fog.
If I change all these however now were getting into something that is not necessarily unique. (Also I will have 100% custom assets).
The deferred realtime gi and all the new graphical capabilities are in other engines as well, for example unigine, lumion, etc.
Crytek did say they will make an effort to get a kickstarter taken down if you don't have a license, but I just don't see how they can tell for a fact.
I have no other choice, light baking in udk is a nightmare, Lumion is expensive, unigine is very expensive, and furryball / vray realtime gpu renderers are no comparison to completely realtime like cryengine to make a trailer.
Replies
If it's going to get kickstarted it most likely won't be because of the engine it's on.
Secondly, since you're not even taking money as 'donations', you're literally promising to start a project, with money involved in a consumer/producer stance, hence why you require a license in the first place, not to mention you can't do much without source-code in most engines.
And you make a topic, asking how to avoid this? And IF Cryteck will see through the video or not?
Unless you plan on using the CE engine as purely a cinematic trailer renderer (in which 0 money is involved) then this is a pretty fucking douchey thing to do, not to mention once you do publish the game, I'm pretty sure a person or two will look at the folders and see the structure very much pertain to CE outline.
Light-Baking in UDK is not a nightmare, you're just lazy and don't understand what it's purpose is.
Lumion and Unigine are expensive because they cater to the higher market standard, last I checked, they aren't used by game-dev's on a budget.
The last two are real-time renderers based on offline render engines, they create iterative passes.
I'm failing to see why you can't simply render them in your traditional app and call it a day?
Lastly, there are plenty of folks who work at Cryteck on these forums, so kudos on doing your research.
But if you are just showing off art as a "here is some example art being created" Then it shouldn't be a problem I guess. If your trying to show it as "here is my game running in an engine" then maybe? But if it is just showcasing the art in a run time solution I dont see why that would be a problem/why Crytek would/should be allowed to try and take it down.
Exactly this, I will only be using CE for a cinematic trailer for my game which I have been modeling & animating for like 3 years now. But with kickstarter, money is involved to them. So even with this, its not 0.
obviously if you were to get funded and publish a project without paying for licenses that's an entirely different story
Shhhhh!
just show off your actual game, fancy BS cinematics are for big studios.
It boils down to this: If you want to put something up on Kickstarter and you're afraid you may run into legal trouble, then it's not something you should be putting on Kickstarter.
Why wouldn't you use your actual game engine/assets?
Why are you sticking it in an illegally licensed engine instead of using your actual game?
Why do you not understand that even if you initially snuck it through somehow, you'd have an eventual lawsuit that would take all of your kickstarter money?
If so I'd rethink that pitch. Unless you've got a world-beater there's almost no way you'd be able to raise a sufficient amount of money.
Consider moving to UDK or Unity.
Haha!
True, and yeah, it's easy to tell. Especially with UDK for some reason.