Hello fellow Polycounters,
This is a thread I'll occasionally update with my progress on a remake to The Neverhood I'm making on UE4. It's not the full game, just the demo parts, and I'm doing this to learn how to develop games in order to continue making my original games afterwards.
I'm showing everything I do live every day, on
Twitch. You're invited to join.
[NEW][Gameplay Video]
https://www.youtube.com/watch?v=SSxcR4Q6m4w Early UE4 render
The entire process is archived on
Youtube, and it includes everything including my learning process with UE4, an engine I never worked with before.
I'm live every day, Sunday to Thursday, 3PM EST.
You can also follow my
Twitter for updates on schedule and stuff.
Hope to see you there!
Replies
Remember that you could be asked to stop because The Neverhood is owned by EA. The team behind that game even tried to get the rights back to make a sequel, but had to invent a new IP on their own instead.
A couple of posts about the legal aspects of fan-art:
- http://polycount.com/discussion/comment/2281099/#Comment_2281099
- http://polycount.com/discussion/comment/2452876/#Comment_2452876
It's not only the original team who got denied use of the IP, I know there have been attempts to remake the game in other forms, which got shut down.
The difference this time is that it's "just fan art".
Of course in the end I'm at EA's graces with this. I don't intend to publish a game in the end, just some videos of it to show off. So hopefully that'll make things easier for EA's legal team to wave off. But if they decide to shut me down they have the right to, and I'll have to stop.
But as long as I can continue, I will, since my main goal in this is to learn. If I have to stop eventually, I hope at least I get to keep my videos online.
Hope to see you around on the stream!
By recreating something that exists, I get all the designs, the puzzles, everything is decided upon and my challenge is focused entirely on solving the "how to pull it off" problem - not the "what should I pull off" problem.
Another big reason is because the game I truly want to develop once I feel up to it, is not a point & click quest game. I don't have a game I want to develop that's a point and click, and doing it for the sake of being able to publish it would get me into somewhere I don't want to be. Also, I keep the development period on this short, about 6 months. Hardly enough time to develop a full game, but probably enough time to get a demo going, which is what I'm doing with this.
In short, having fun with the art style, saving time on design decisions, focusing my efforts on learning what I lack.