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UDK or Unity? The best game engine for beginners?


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#21 Chris941   Members   -  Reputation: 144

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Posted 17 June 2012 - 05:56 AM

@Chris: I think you might be suffering from a bit of "decision paralysis": you're finding lots of different options, finding lots of information about them and spending a lot of time trying to correctly choose between them. Really, all of the options you've encountered are good, and without any experience you're not yet well equipped to decide on any of them as "best" for your needs.

I would suggest you pick any one of the options you've been considering and just get started with it. Jump in to the provided tutorials and start learning how to actually make games, not just by asking questions and reading information, but by actually going through the process. Your experience with any one of these engines as well as with game-making in general will still apply if you later decide to try another option, but you're unlikely to get very far unless you actually start using one of them.

Personally, I would suggest you get started with Unity, because:

  • You already have it downloaded and installed,
  • It's very beginner friendly (perhaps more-so than the other options),
  • It has LOTS of tutorials and sample projects available, as well as a very active community to help you get started.

I hope that's helpful, and good luck! Posted Image


It does help, and all the other comments help also! its just the question: how would i create this? but i'll learn that eventually i guess. Thanks!

Sponsor:

#22 SimonForsman   Crossbones+   -  Reputation: 6189

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Posted 17 June 2012 - 10:25 AM


Just for curiosity, which games are made without programming and has AAA quality?

I'd guess there are none (other than perhaps the rather dated example of Myst, which was developed with the Hypercard authorware system), but we're not talking about AAA development here: the OP is a beginner and is getting into indie development. As such, the methods and requirements of AAA development don't really apply. Posted Image


Allthough strictly speaking scripting is also programming, so pretty much all games made with Unity, UDK, etc involve quite a bit of programming. (Not as much as if you write everything from scratch ofcourse but still quite alot (Especially for larger games as the engine only really handles the basics for you)).

a better question might be: How many AAA games are made without the use of any middleware(I'd be surprised if you need more than one hand to count those), If you want to make a good game you'll benefit greatly by taking advantage of the tools that are available to you, rejecting a tool because it is easy to use is fairly silly (The easier a tool is to use the better), Just look at the number of AAA games using ScaleForm for example.

The only questions you should ask are:
1) Does the tools support my target platform(s) ? (With Unity the major non supported platforms would be Linux, Blackberry, Symbian and Windows Phone, none of which is all that important)
2) Are there any unacceptable limitations ? (Unity free has a bunch which may be an issue, the pro version is pretty darn flexible)
3) Does the timesavings/productivity gains justify the licensing cost ? (You shouldn't buy Unity pro if you're only going to make a wordfeud clone)

Edited by SimonForsman, 17 June 2012 - 10:27 AM.

I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!

#23 Chris941   Members   -  Reputation: 144

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Posted 17 June 2012 - 04:07 PM



Just for curiosity, which games are made without programming and has AAA quality?

I'd guess there are none (other than perhaps the rather dated example of Myst, which was developed with the Hypercard authorware system), but we're not talking about AAA development here: the OP is a beginner and is getting into indie development. As such, the methods and requirements of AAA development don't really apply. Posted Image


Allthough strictly speaking scripting is also programming, so pretty much all games made with Unity, UDK, etc involve quite a bit of programming. (Not as much as if you write everything from scratch ofcourse but still quite alot (Especially for larger games as the engine only really handles the basics for you)).

a better question might be: How many AAA games are made without the use of any middleware(I'd be surprised if you need more than one hand to count those), If you want to make a good game you'll benefit greatly by taking advantage of the tools that are available to you, rejecting a tool because it is easy to use is fairly silly (The easier a tool is to use the better), Just look at the number of AAA games using ScaleForm for example.

The only questions you should ask are:
1) Does the tools support my target platform(s) ? (With Unity the major non supported platforms would be Linux, Blackberry, Symbian and Windows Phone, none of which is all that important)
2) Are there any unacceptable limitations ? (Unity free has a bunch which may be an issue, the pro version is pretty darn flexible)
3) Does the timesavings/productivity gains justify the licensing cost ? (You shouldn't buy Unity pro if you're only going to make a wordfeud clone)


Thanks for commenting Simon! What exactly is middleware?

Anyway the game what I planned on doing is makin a few games for launch with my game studio for windows, then when i raise the 1,500 I'll go on to the Pro feature! I have no plan on making a clone, and especially of wordfeud! All original ideas! I may not know how I get these original ideas in game form, but they're original! Haha.

So 1) yes, going for windows then platforms
2) for the time, no because I have no idea what tey really are for the game, but later, yes

3) yes, no plans on making clones of games, they don't sell we'll I can tell! Especially when it's a rip of a popular game like angry birds, fruit ninja, or even....wordfeud!



#24 Casey Hardman   Crossbones+   -  Reputation: 2230

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Posted 17 June 2012 - 04:33 PM

Here are my two cents about Unity vs. UDK:

I only used UDK for a tiny bit and never got into scripting with it, but it seems less beginner-friendly than Unity3D. I believe it comes with a bit more capability of "graphical finesse" and customizable materials (which alter how things look). However, Unity Pro (which costs $1,500 at the moment, I believe) is always an option if you need fancy graphical tools somewhere along the road when/if your game is nearing finished.

I've used Unity for a while now, and I have to say it's wonderful. The scripting is very intuitive in the way that you can reuse your scripts on various objects in a hassle-free way. Unity also supports multiple languages: C#, UnityScript, and Boo. UnityScript is called JavaScript by the engine, but it's pretty much a totally different thing, so people call it UnityScript sometimes to avoid confusion with JavaScript, which is for web development.

Also, in my opinion, scripting with Unity is still very similar to programming and won't be neglecting you of "proper programming skills" as much as some might think.

If you're getting into Unity, here are some tips, just from my personal opinion as a user of Unity and with some experience using Visual Studio and C#:
  • If you need help with Unity or scripting something in Unity, you can ask for help on answers.unity3d.com. The community there is active and helpful. Remember to actually try and script something before you ask a question, otherwise you're just asking people to script your game for you!
  • Bookmark Unity's scripting reference. It has lots of examples for you to look at, and you can change them to show UnityScript, C#, or Boo.
  • You may have an easier time using UnityScript instead of C#. The reason is that UnityScript is more dynamic and might not bother you as much in some situations.
  • Don't worry too much about which language you start with. Switching from using UnityScript with Unity3D to using C# with Visual Studio took about a week for me to get comfortable. It's mostly just syntax stuff that you shouldn't have too much trouble with. The largest part is just getting the concepts of programming down.


#25 Chris941   Members   -  Reputation: 144

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Posted 17 June 2012 - 07:39 PM

Here are my two cents about Unity vs. UDK:

I only used UDK for a tiny bit and never got into scripting with it, but it seems less beginner-friendly than Unity3D. I believe it comes with a bit more capability of "graphical finesse" and customizable materials (which alter how things look). However, Unity Pro (which costs $1,500 at the moment, I believe) is always an option if you need fancy graphical tools somewhere along the road when/if your game is nearing finished.

I've used Unity for a while now, and I have to say it's wonderful. The scripting is very intuitive in the way that you can reuse your scripts on various objects in a hassle-free way. Unity also supports multiple languages: C#, UnityScript, and Boo. UnityScript is called JavaScript by the engine, but it's pretty much a totally different thing, so people call it UnityScript sometimes to avoid confusion with JavaScript, which is for web development.

Also, in my opinion, scripting with Unity is still very similar to programming and won't be neglecting you of "proper programming skills" as much as some might think.

If you're getting into Unity, here are some tips, just from my personal opinion as a user of Unity and with some experience using Visual Studio and C#:

  • If you need help with Unity or scripting something in Unity, you can ask for help on answers.unity3d.com. The community there is active and helpful. Remember to actually try and script something before you ask a question, otherwise you're just asking people to script your game for you!
  • Bookmark Unity's scripting reference. It has lots of examples for you to look at, and you can change them to show UnityScript, C#, or Boo.
  • You may have an easier time using UnityScript instead of C#. The reason is that UnityScript is more dynamic and might not bother you as much in some situations.
  • Don't worry too much about which language you start with. Switching from using UnityScript with Unity3D to using C# with Visual Studio took about a week for me to get comfortable. It's mostly just syntax stuff that you shouldn't have too much trouble with. The largest part is just getting the concepts of programming down.


GHMP,
Your two cents are worth two dollars to me! Thank you for the comment! Many people are saying what tou said, UDK is less beginner friendly, but of course it has better graphics! I think i will stick with unity until I release a game or a few that help me make money for something else (or unity pro)

And i guess ill have to start learning unityscript, and exactly how to program, but the biggest mind boggle that no one is telling me the answer for is How to create stuff or it! For example, menus, customization, and so much more! I can't even picture what it would be like....en Fin.

Anyway, thank you and thank you for the suggestion of unityscript and the basics of programming, along with Unity over UDK! You answered a lot of my wonders in that post alone!!!!!

Chris941

#26 SimonForsman   Crossbones+   -  Reputation: 6189

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Posted 18 June 2012 - 02:26 AM


Allthough strictly speaking scripting is also programming, so pretty much all games made with Unity, UDK, etc involve quite a bit of programming. (Not as much as if you write everything from scratch ofcourse but still quite alot (Especially for larger games as the engine only really handles the basics for you)).

a better question might be: How many AAA games are made without the use of any middleware(I'd be surprised if you need more than one hand to count those), If you want to make a good game you'll benefit greatly by taking advantage of the tools that are available to you, rejecting a tool because it is easy to use is fairly silly (The easier a tool is to use the better), Just look at the number of AAA games using ScaleForm for example.

The only questions you should ask are:
1) Does the tools support my target platform(s) ? (With Unity the major non supported platforms would be Linux, Blackberry, Symbian and Windows Phone, none of which is all that important)
2) Are there any unacceptable limitations ? (Unity free has a bunch which may be an issue, the pro version is pretty darn flexible)
3) Does the timesavings/productivity gains justify the licensing cost ? (You shouldn't buy Unity pro if you're only going to make a wordfeud clone)


Thanks for commenting Simon! What exactly is middleware?

Anyway the game what I planned on doing is makin a few games for launch with my game studio for windows, then when i raise the 1,500 I'll go on to the Pro feature! I have no plan on making a clone, and especially of wordfeud! All original ideas! I may not know how I get these original ideas in game form, but they're original! Haha.

So 1) yes, going for windows then platforms
2) for the time, no because I have no idea what tey really are for the game, but later, yes

3) yes, no plans on making clones of games, they don't sell we'll I can tell! Especially when it's a rip of a popular game like angry birds, fruit ninja, or even....wordfeud!


Middleware = libraries/engines written by someoneelse that you license in order to cut development costs, Common examples in AAA games would be things like SpeedTree, Havok, Scaleform, Bink video aswell as most game engines.

For Unity free the main limitations really are:
1) Your company can't have a annual turnover above $100.000
2) a bunch of rendering features are missing (and in the free version you don't get the access you need to fix it).
3) Nice, we don't need another zynga Posted Image, allthough i really just used a wordfeud clone as an example due to the games simplicity (Unity doesn't save all that much time for that type of game)
I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!

#27 Chris941   Members   -  Reputation: 144

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Posted 18 June 2012 - 06:07 PM

@SimonForsman, thanks for the answer! i've uploaded a comment via iphone but i guess it never really posted! Anyway, i'm starting to learn the basics and details of Unity, now i need to learn how to program O_o....

#28 jbadams   Senior Staff   -  Reputation: 19069

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Posted 19 June 2012 - 12:40 AM

but the biggest mind boggle that no one is telling me the answer for is How to create stuff or it! For example, menus, customization, and so much more!

Have you started to try working through the tutorials and resources you've been linked to, such as the detailed user manual? Most of these things are covered somewhere in the documentation; people aren't providing a more detailed explanation of these things because they would just be repeating material that already exists.

To take your own example of menus, you would work through the provided material on "game interface elements" (this is a section from the above linked user manual). You'll probably find that too hard to follow if you try to jump straight into it, but if you work through the basic introductory materials first you should then be able to work through these guides to figure out anything you need -- or if you do still get stuck, you'll have more specific questions or problems we can help you with rather than wanting us to essentially repeat the entire manual. Posted Image Posted Image


"Unity Basics" is a good landing page to get you off and running.
The recommended starting point is with the GUI essentials tutorial (pdf) or Learning The Interface, both of which will walk you through the layout and explain some of the different functionality the editor provides. I'd highly recommend the GUI essentials tutorial -- you can even print it off if you want to go through it without switching back and forth to a browser window. They also provide a set of video tutorials covering this material.
The might then continue with the "Unity Basics" and learn about "Asset Workflow" (how to add graphics and stuff to your game), or if you wanted to learn a bit more about scripting you could work through the Introduction to Scripting with Unity (pdf).


Once you've worked through the basics, look for other tutorials or examples that match up with whatever you want to learn. You might work through the "Creating Gameplay" section of the manual (I'd recommend at least reading through it), or have a go at building a menu using the "game interface elements" section I linked to above, or you might work through this 2d gameplay tutorial. From there most of your basic questions should already be answered, and we'll be happy to help you (don't forget you can also try the Unity community for additional/alternative help!) with any more specific problems you're having.


Really, if you haven't done so yet, just start working through the basics tutorials.

Good luck! Posted Image

#29 Chris941   Members   -  Reputation: 144

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Posted 19 June 2012 - 04:10 AM


but the biggest mind boggle that no one is telling me the answer for is How to create stuff or it! For example, menus, customization, and so much more!

Have you started to try working through the tutorials and resources you've been linked to, such as the detailed user manual? Most of these things are covered somewhere in the documentation; people aren't providing a more detailed explanation of these things because they would just be repeating material that already exists.

To take your own example of menus, you would work through the provided material on "game interface elements" (this is a section from the above linked user manual). You'll probably find that too hard to follow if you try to jump straight into it, but if you work through the basic introductory materials first you should then be able to work through these guides to figure out anything you need -- or if you do still get stuck, you'll have more specific questions or problems we can help you with rather than wanting us to essentially repeat the entire manual. Posted Image Posted Image


"Unity Basics" is a good landing page to get you off and running.
The recommended starting point is with the GUI essentials tutorial (pdf) or Learning The Interface, both of which will walk you through the layout and explain some of the different functionality the editor provides. I'd highly recommend the GUI essentials tutorial -- you can even print it off if you want to go through it without switching back and forth to a browser window. They also provide a set of video tutorials covering this material.
The might then continue with the "Unity Basics" and learn about "Asset Workflow" (how to add graphics and stuff to your game), or if you wanted to learn a bit more about scripting you could work through the Introduction to Scripting with Unity (pdf).


Once you've worked through the basics, look for other tutorials or examples that match up with whatever you want to learn. You might work through the "Creating Gameplay" section of the manual (I'd recommend at least reading through it), or have a go at building a menu using the "game interface elements" section I linked to above, or you might work through this 2d gameplay tutorial. From there most of your basic questions should already be answered, and we'll be happy to help you (don't forget you can also try the Unity community for additional/alternative help!) with any more specific problems you're having.


Really, if you haven't done so yet, just start working through the basics tutorials.

Good luck! Posted Image


Thank you for the long, linked reply back :) I will read through the manual and provided links a few times, and with any specific questions I will take to here!

#30 Chris941   Members   -  Reputation: 144

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Posted 19 June 2012 - 04:28 AM

Should I be using a different program to go along with Unity? Many people and the manual is giving an example to use Maya.... Or is there a better one?

#31 6677   Members   -  Reputation: 1058

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Posted 19 June 2012 - 09:30 AM

Use whatever modeller you find best for you. Unity supports maya models more than any other format I think but I don't think it really matters.

#32 SimonForsman   Crossbones+   -  Reputation: 6189

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Posted 19 June 2012 - 10:21 AM

Use whatever modeller you find best for you. Unity supports maya models more than any other format I think but I don't think it really matters.


Unity primarily uses FBX which is an interchange format, pretty much all modern modelling tools will export to it without any issues.

Maya is fairly expensive so it is probably a good idea to go with something else, (Blender is free and there are alot of tutorials both for it and for using it with Unity)
I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!

#33 Casey Hardman   Crossbones+   -  Reputation: 2230

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Posted 19 June 2012 - 02:59 PM

Judging by the way you phrased that last question, I'm assuming you aren't fully aware of what Maya is, so I'll go into a bit of detail about it:

Maya is a 3D modeling program. In other words, it's used to make models and animate them so you can import them into your game and put them into the game world.

Blender is another 3D modeling program. It's free to install the full version. I use it and I think it has a genius design, though I'm not very talented with 3D modeling.

Now, with 3D modeling programs, you can make crates and characters and creatures...whatever you might need in your game, with enough skill, you can make it with 3D modeling. However, you should remember that 3D modeling is it's own thing, an entirely new practice compared to programming/scripting. It takes artistic skill and lots of practice before you'll start making the amazing graphics you see in AAA games. Also, 3D modeling only makes the mesh and the animations and such. You'd still have to add textures/UV maps to your models to make them not just gray figures with no color. Skyrim and games with high-quality, realistic graphics usually use bump maps (in short, they make textures look less flat) and other special techniques to make things look even better/more realistic.

When I got into Unity at the start, I was only interested in learning how to script with it, so I didn't get into 3D modeling and texturing right away. I got into it later, though, and picked up Blender for 3D modeling and GIMP for the textures (both free).

Now, I don't mean to try and totally discourage you from art if you want to try it. I'm just saying this because I wanted to make sure you knew what it was and that it's kind of its own thing. If you want to do it the way I did and focus on scripting for a while before getting into art, that's fine. If you want to learn 3D modeling and texturing while learning how to script, that's fine too. Really, it's all about what you're interested in. You don't even have to know how to do both unless you absolutely must make games all by yourself. If you don't like 3D modeling, you can wait until later when you're good enough at scripting to get a team to help you with the art.

Anyway, now that I've rambled on forever, here are some links and tuts for Blender and UnityScript:

Here's a link to the official Blender website

Here's a link to forums for Blender (if you have questions about Blender in the future, they might be better fit there than they would be here at GameDev)

Here's a tutorial to Unity's basics

and here's a tutorial to complete beginner's programming with UnityScript
That tutorial supposedly "assumes no prior programming experience", which I believe is what you're looking for.

Good luck and have fun!

#34 Chris941   Members   -  Reputation: 144

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Posted 19 June 2012 - 06:05 PM

Judging by the way you phrased that last question, I'm assuming you aren't fully aware of what Maya is, so I'll go into a bit of detail about it:

Maya is a 3D modeling program. In other words, it's used to make models and animate them so you can import them into your game and put them into the game world.

Blender is another 3D modeling program. It's free to install the full version. I use it and I think it has a genius design, though I'm not very talented with 3D modeling.

Now, with 3D modeling programs, you can make crates and characters and creatures...whatever you might need in your game, with enough skill, you can make it with 3D modeling. However, you should remember that 3D modeling is it's own thing, an entirely new practice compared to programming/scripting. It takes artistic skill and lots of practice before you'll start making the amazing graphics you see in AAA games. Also, 3D modeling only makes the mesh and the animations and such. You'd still have to add textures/UV maps to your models to make them not just gray figures with no color. Skyrim and games with high-quality, realistic graphics usually use bump maps (in short, they make textures look less flat) and other special techniques to make things look even better/more realistic.

When I got into Unity at the start, I was only interested in learning how to script with it, so I didn't get into 3D modeling and texturing right away. I got into it later, though, and picked up Blender for 3D modeling and GIMP for the textures (both free).

Now, I don't mean to try and totally discourage you from art if you want to try it. I'm just saying this because I wanted to make sure you knew what it was and that it's kind of its own thing. If you want to do it the way I did and focus on scripting for a while before getting into art, that's fine. If you want to learn 3D modeling and texturing while learning how to script, that's fine too. Really, it's all about what you're interested in. You don't even have to know how to do both unless you absolutely must make games all by yourself. If you don't like 3D modeling, you can wait until later when you're good enough at scripting to get a team to help you with the art.

Anyway, now that I've rambled on forever, here are some links and tuts for Blender and UnityScript:

Here's a link to the official Blender website

Here's a link to forums for Blender (if you have questions about Blender in the future, they might be better fit there than they would be here at GameDev)

Here's a tutorial to Unity's basics

and here's a tutorial to complete beginner's programming with UnityScript
That tutorial supposedly "assumes no prior programming experience", which I believe is what you're looking for.

Good luck and have fun!


I can get maya free, but Im not sure if I'll be going with it. I'll have to download blender and maya and see which one I think is better and check out the community! Arts really no problem for me, but we'll see later on! Thanks for the answer! And the links!

Chris

#35 yoshscout   Members   -  Reputation: 112

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Posted 19 June 2012 - 08:45 PM

It does help, and all the other comments help also! its just the question: how would i create this? but i'll learn that eventually i guess. Thanks!


I'll throw in a little pointer that helps me a lot. The best way to see results is to make incremental small changes. Make a goal that you can accomplish quickly. For me, this is usually a target of 1 hour or so. I like to accomplish a few of these small task, and that is very rewarding. It will make you happy to see how quickly you are achieving things. If you bite off too much in one go, it can be frustrating. Here are some examples of incremental changes in what you mentioned:

Get a catapult on the screen
Get the castle on the screen
Add a button to fire the catapult which pops up a message saying the catapult has been fired
Make the catapult fire a projectile
Add a buttons to spin the catapult left / right (projectile is possibly unaffected depending on how you coded it)
Make projectile fire based off of direction catapult is facing

After a bunch of these small items, you will eventually get to a point you will want to call done. I hope this helps.

#36 M6dEEp   Members   -  Reputation: 893

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Posted 19 June 2012 - 10:37 PM

Hi all!

I just started out in my indie game dev. Adventure and downloaded Unity, but the thought came in mind: which engine is better?

I read a comment that, and I quote "if you're new to the industry, the cryengine will bend you over and smack you till you cry" sounds hard!

But then I saw the Unreal Development Kit, and since Literal Epic Games have been created on it, and with some awesome lookin features, how does this compare to Unity?

I really want to test out the Unreal Development kit but I just downloaded Unity, so I want to know exactly which one will be better for me, as a complete beginner, and which one is easier!



From my hard experience with UDK, it is a very nice tool set with all of the industry standard middleware packages you could want, Speed Tree, Physx, Scaleform and the list goes on. Another great part of UDK is UnrealScript. Not only can you call directly into C++ functions with it, you can also invoke ActionScript directly too. This means you can for example, create fully working flash games and use UnrealScript to interface with them and then render to texture on an arcade machine (If you want to see a video of it I can post a link). You can also fully implement a database connection library in C++ and then use UnrealScript to post to a SQL database through the library (DLLBind). Don't even get me started on Kismet, Unreal Cascade, and the Material editor or I'll be here all night. All of this is available for free non commercially and if you want to sell a game it costs 99 USD for a UDK license and your sales are royalty free until you make 50,000 USD, at which point Epic claims 25% of your quarterly sales. Did I also mention that it is multi platform (everything except for the Wii).

The obvious downside to UDK is that UnrealScript is a pain in the ass to learn. Even though it is similar to C# and Java, there are some very powerful language features that take a bit of mental muscle to get under your belt (like how state programming is integrated into the language itself, or the configuration file system). Also, 75% of learning UnrealScript comes from learning the API that they provide (how Actors work, the Actor Component system etc) and it is a real pain because a lot of the code base isn't commented, though this gets better with each release.

As for Unity, I don't know because I've never used it, and probably never will because of the license fees. Why pay thousands of dollars for Unity when I can get Unreal Engine 3 for free, with all of the AAA middleware like SpeedTree, Physx, FaceFx etc. Plus if I decide to ship a title it only costs 99 dollars until I'm essentially loaded with money. If Unity offered a free version that doesn't have a trial period (if they do then I will surely try it out) then I would love to give it a second look.

Maya is fairly expensive so it is probably a good idea to go with something else, (Blender is free and there are alot of tutorials both for it and for using it with Unity)


You can get any autodesk product for free from here (legally): students.autodesk.com

Edited by M6dEEp, 19 June 2012 - 11:05 PM.


#37 SimonForsman   Crossbones+   -  Reputation: 6189

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Posted 20 June 2012 - 12:10 AM

You can get any autodesk product for free from here (legally): students.autodesk.com


Assuming you're a student or faculty member at some school or a participant in the autodesk assistance program.
You also aren't allowed to use the educational versions commercially (Which means that you're not allowed to put your game on portals such as kongregate etc (something alot of amateur gamedevs do to get a bit of extra income)
I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!

#38 M6dEEp   Members   -  Reputation: 893

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Posted 20 June 2012 - 02:00 AM

Very true, but I like to assume that since we're in the beginner's forum that most folks here aren't going to go out and sell their very first "game" and that people here are likely students of some sort. I would also like to very much believe that I am subconsciously encouraging the younger people to go to college :).

#39 Chris941   Members   -  Reputation: 144

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Posted 20 June 2012 - 03:51 AM


It does help, and all the other comments help also! its just the question: how would i create this? but i'll learn that eventually i guess. Thanks!


I'll throw in a little pointer that helps me a lot. The best way to see results is to make incremental small changes. Make a goal that you can accomplish quickly. For me, this is usually a target of 1 hour or so. I like to accomplish a few of these small task, and that is very rewarding. It will make you happy to see how quickly you are achieving things. If you bite off too much in one go, it can be frustrating. Here are some examples of incremental changes in what you mentioned:

Get a catapult on the screen
Get the castle on the screen
Add a button to fire the catapult which pops up a message saying the catapult has been fired
Make the catapult fire a projectile
Add a buttons to spin the catapult left / right (projectile is possibly unaffected depending on how you coded it)
Make projectile fire based off of direction catapult is facing

After a bunch of these small items, you will eventually get to a point you will want to call done. I hope this helps.


That's a good tip thanks! I will def. use it to start creating! Right now I'm trying to learn code. Now, what kind of stumps me is how is customization worked in? I'll have to find that out when the point comes. Again, very helpful tip, thanks!

#40 Chris941   Members   -  Reputation: 144

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Posted 20 June 2012 - 03:53 AM

@m6dEEp and Simon F




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