Hello all,
I have a pretty basic question regarding an idea I've been toying around with:
Would it be a pain in the ass to work with the original Quake 1 engine for the sake of that mid-90's limited aesthetic, with the goal of doing a somewhat-to-complete overhaul in gameplay mechanics? Or, would it be easier to use, say UDK, and just mimic that mid-90's aesthetic?
So far, I envision the final result to be an adventure/rpg type game, but without any stat-based system. Mostly a blend of point-n-click mechanics, melee action, non-filmy cutscenes, and large world exploration. I have done no work in regards to anything 3D related, I've been mostly working on story and rough visual ideas. And I don't want to get in over my head, as I imagine a concept such as this can blow up in scale, requiring many more hands to manage. I have considered assembling a small team to work on this though.
I have experience with Maya, and have toyed around with Source's Hammer editor in the past, so I'm familiar with the general concept of game making. But all in all, I'm mostly contemplating what engine to work with?
This seems like the correct place to ask this question, if not, please guide me in the right direction.
Thanks,
Dustin
Replies
Check out Retro Blazer, it's built on the Quake source but replicates a Doom-like shooter
[ame="http://www.youtube.com/watch?v=rqOKRLeKDts"]RetroBlazer - The Laboratory - Alpha demo - YouTube[/ame]
I'm pretty sure you could replicate the Quake look in Unity or another modern engine, you just have to artificially follow the restrictions that were in place during that era; much like how Shovel Knight sticks to the limitations of the NES. Of coarse, being a modern game they can break those rules when they need to.
@Justin Meisse: I've seen Retro Blazer before! I guess what that brings to mind is the fact that the original Quake engine is dominantly rooted in FPS mechanics, which I imagine would make it hard to do anything otherwise.
@Richard Kain: I think also what would help with the modern engine, is the ability for a wider range of nearly every aspect: lighting, animation, memory, etc. I guess the challenge would be to recognize when to "stop" development of certain aspects, in order to get that retro feel.
Thanks for the quick reply, this has definitely helped put me in the right direction!
Out the top of my head, the distinct look of early FPS games is due to a few factors, here are two.
- Low-resolution textures with simple or no texture filtering
- Level geometry made out of brushes, which were more efficient to render but were limited to a grid in 3d space. A vertex couldn't have a coordinate of 3.9183 it needed to be either 3.0000 or 4.0000. This caused the blocky look and made perfect circles with regular brushes impossible.
To add another reference, there's a guy working on a quake 1 inspired stealth mod, looks awesome.https://www.youtube.com/watch?v=oxbWypUlQQg
@Lamoot: those are two very helpful tips! One of the points bought up in the link that James Ordner posted, is that a younger generation may not understand and/or like that low polygon/texture look. That's not my ultimate target audience, but minecraft seems to work really well with them.
So far from what I can gather, is that currently UDK is more short-run friendly for smaller no-name developers looking to startup something, whereas Unity has a more constricting policy for their payment plan. The potential for the engines themselves seems to be equal, with benefits and cons of both. However, seeing as UDK offers the method of working on something purely for free until you're ready for launch, it seems the way to go.
Anybody have any thoughts?
That said, Unreal Engine 4 (UE4) has a new subscription model that is much more affordable for indies than any previous incarnation of the Unreal engine. UE4 can be had, in its entirety, for about $19 a month. That includes everything, full documentation, technical support, any and all updates and upgrades, even source-code access. If you can afford the subscription, UE4 is a very reasonable and attractive package.
Unity is free for the basic package, but requires that you pay up for the full package. And certain key features are held in reserve for paying customers. One of the most common is the render-to-texture feature. This comes into play for a lot of advanced rendering techniques.
If cross platform support is a key point, and you don't need some of the more advanced rendering features, Unity is the way to go. If you can afford a little expense to acquire a license, Unreal Engine 4 is one of the best deals on the market. What really matters is how good a fit the engine is for the kind of project you're planning to work on.
I'm just trying to make something that works at the baseline. Seeing as I haven't had any sort of launch experience whatsoever, keeping the goal limited to PC seems tangible. And even that, I realize, will be a challenge. I'm using these terms with vague conceptual knowledge, but this thread is helping!