Quote:Original post by Talin
Things like that are best left to the modders.
Best for who? As a player, I would prefer official expansions to a game world or story. Beyound that, fully finished mods that rebuild a game are very few.
Quote:Original post by Talin
Things like that are best left to the modders.
Quote:Original post by Kest
Why do developers not reuse game engines, models, textures, etc, to create sequels and seperate games more often? Why do they not just bring in designers to construct new buildings, villages, cities, levels, characters, etc, while mostly using resources that are already made?
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I'm just wondering why developers aren't leaning a little more in that direction. Taking some of the pain (and money) off of that side to allow developers to put more effort into level design, scripting, interactive maps, character AI and dialog, etc, making the actual game more intense instead of the effects and visuals.
Quote:Original post by Argus2
And adding new features is difficult - an engine is built for a purpose, and once it is optimized it can be quite a lot of work to make additions. It's often better to build a new engine which encompasses those new functions than it is to hack an old one to carry them.
Quote:Original post by Aiursrage
I would imagine the customer would be pretty upset to discover that every game was using the same assets.
Quote:Original post by KestQuote:Original post by Aiursrage
I would imagine the customer would be pretty upset to discover that every game was using the same assets.
They don't seem to be too upset about the Half-Life 2 episodes. I can't say whether they used the same wall and floor textures, but the weapons and enemies are definitely all the same. Seriously, who cares? It's fun, so it works.
Quote:Original post by SimonForsmanQuote:Original post by KestQuote:Original post by Aiursrage
I would imagine the customer would be pretty upset to discover that every game was using the same assets.
They don't seem to be too upset about the Half-Life 2 episodes. I can't say whether they used the same wall and floor textures, but the weapons and enemies are definitely all the same. Seriously, who cares? It's fun, so it works.
Its Half-Life 2 Episodes though, people would react very differently if valve released Half-Life 3 using the HL2 engine and assets :D
The name really is that important since it affects the customers expectations, anyone buying "Half-Life 2: Whatever" is pretty much expecting some new levels, possibly an extra weapon or two, a continuation of the story, or similar , Those buying Half-Life 3 (assuming valve makes another sequel) in the future will expect a "new" game.
Meeting the customers expectations is important since disappointed customers will have a negative impact on sales.
Quote:Original post by Kest
Engines can be designed for easy modifications during development.
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Weapon types, projectile behaviors, AI, people, animation maps, particle effects, and many other elements can all be defined this way.
For example, I could add a new type of ranged weapon class to my game (in addition to the current pistol, subgun, rifle, cannon classes), such as a class for a slingshot or bow & arrow, which would require new animations, character behavior triggers, and sound effects. It would only take a day or so to get it fully integrated into the game, and the engine wouldn't need to be touched.
Quote:Original post by Argus2
What I said was that engines were comparatively cheap to build. The first one might take a while, but an experienced programmer can construct new engines fairly rapidly.
Quote:Your engine may be able to do quite a bit, but you must admit that it can't do everything. It might not be able to handle arc-based projectiles like the slingshot or bow and arrow for instance.
Quote:It might not even have a concept of a third dimension for projectile travel. And if those were added, then collision detection through that 3rd dimension and AI handling for those projectiles needs to be adapted.
Quote:And script-based AI is generally poor, only suited to simple FSMs, so if you wanted serious improvement in that area, you would probably have to make engine modifications again.
Quote:And if you end up making those kind of adjustments, you might as well buff the graphics/UI to show off the expensive art assets and dialogue, right? Since the engine modifications are comparatively cheap in those departments.
Quote:Original post by Kest
An experienced programmer could have built the first engine neatly enough to allow additions and modifications, making the engine dissection and reconstruction completely unnecessary.
Quote:And there's nothing stopping the development team from working new behavior into their existing engine if the result will outweigh the work. That's a far cry from creating the revamped engines that you see in most game sequels.
Quote:Quote:And script-based AI is generally poor, only suited to simple FSMs, so if you wanted serious improvement in that area, you would probably have to make engine modifications again.
You're just mistaken here. Scripted AI has every bit of potential as hardcoded AI. Script is just like normal programming code. It just exists outside of the compiled game, and is more easily accessible through access and reference, making it much easier to swap and change.
Quote:Quote:And if you end up making those kind of adjustments, you might as well buff the graphics/UI to show off the expensive art assets and dialogue, right? Since the engine modifications are comparatively cheap in those departments.
Doing so can also cause your user base to either buy new hardware or avoid buying your game.