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Thread: Unigine Starts A Linux Game Development Competition

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  1. #1
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    Default Unigine Starts A Linux Game Development Competition

    Phoronix: Unigine Starts A Linux Game Development Competition

    While open-source game engines are beginning to progress in terms of features and graphics capabilities -- thanks in large part to id Software making open their older game engines -- as a whole the open-source game engines and other "indie" game engines are far behind their commercial counterparts. There is the Unreal Development Kit that is available for non-commercial use, but now Unigine Corp is getting behind a game development competition to spur Linux game development efforts.

    http://www.phoronix.com/vr.php?view=15502

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    Sounds interesting...

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    wow that is cool, gonna submit to that!

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    A binary license to an engine is usually a mistake. In 99% of cases, there is some feature of the engine that is too rigid, i.e. not customizable enough to get the exact game mechanic or visual style that the developer is looking for. To work around the limitation, they have to settle for something less than ideal. Being able to customize the game engine is IMHO essential to making a game that feels "natural" and not like a piece of generic software engineering. For a prime example of a game that does feel like a piece of generic software engineering, see Star Trek Online, which got extremely low ratings despite a large budget and massive hype. Funny thing is, they use an in-house engine for STO, but their internal policies were such that the development team basically wasn't allowed to really customize the engine, and this turned out to restrict the game so much that it really feels like you are not even in space. Just saying -- you need to be able to tailor the engine to the game.

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    I just hope the winning proposal isn't "Yet another FPS". Time for some good rpg's in linux with a great community development tools for community generated content. The last real good RPG in linux was NWN, and it's greatest asset was its community generated content.

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    Yes! A good RPG with a reasonably large world and quests.

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    I think linux need alot games but after all some racing and sport games, we have on linux rpg,fps i think it will be good to have some quality race game...

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    Quote Originally Posted by Kosava View Post
    I think linux need alot games but after all some racing and sport games, we have on linux rpg,fps i think it will be good to have some quality race game...
    Racing games have a relatively short time where they are still fun to play where as a good RPG can be sustained for years with added content and campaigns added easily if done right.

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    Nobody is going to make an RPG with this. Any teams that submit an RPG proposal to Unigine will almost certainly get rejected. An RPG takes a disgustingly massive amount of time, money, and talent to make compared to most other games (and those other games already requires massive teams of artists and designers on top of a strong core tech team to get anywhere).

    Even short, simpler RPGs often take on the order of 4 years to make, and that's with a full-time staff of 60-120 people working well over 40 hrs/week.

    Don't get me wrong, I'd love a great RPG, but it's just not realistic for a competition of this sort.

    Biting off more than you can chew is the biggest mistake made by hobbyist and indie game developers, as well as student game developers. Even if you go with the assumption that a hobby game has no deadline, the reality is that as development drags on with no end in sight, the motivation and energy of the developers wanes, the interest of the community fades, and the likelihood of ever releasing a finished and playable game simply gets smaller and smaller until it hits zero.

    If you've got a small team of hobby/indie/student developers, you realistically need to design a game that can be implemented by a small team of hobby/indie/student developers within about 1-2 years, tops. (And less than that if you're doing a student project or contest submission with a deadline.) That can still be a great game, make no mistake. It just won't be NWN, Dragon Age, Fallout, etc.

    It may be the next Left 4 Dead or the next Mario Galaxy. Most likely, however, it's going to be the next World of Goo or the next Portal or the next Boom Blocks: all great games, but all relatively light on content and development complexity, able to be put together, polished, and released with a small budget and a small team in a small amount of time.

    Most people on this forum have absolutely no idea of the complexity that goes into game development. Designing, sketching, rigging, modeling, texturing, animating, polishing, and tweaking a single high-quality character in a modern game can easily take from 1-3 months of a single artist's time. If you have a measly 12 characters (including enemies, background characters, etc.) in your game and three artists, that means you need about 4-12 months of development just for the characters. Toss in objects, environments, and effects, and you easily end up needing half a decade of work... or a huge freaking art team. Games like RPGs require just MASSIVE amounts of character art. And then of course you need all the maps, quests, stories, character interaction scripting, and the toolset development to support those features.

    An indie team can reasonably make a good adventure game, good dungeon crawl (e.g. diablo or Torchlight), a simple RTS, a shooter, or a puzzle game. Intense story-based games like Alan Wake or large RPGs like Dragon Age are just not in the realm of possibility for an indie team.

    Think of it like a movie. I've seen some amazing low-key sci-fi and intense drama and even excellent action films come out of indie film groups. You will never, ever see something akin to the Lord of the Rings, Harry Potter, or Iron Man made by an indie film crew, though. It just isn't possible, at least with today's tech.

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    Quote Originally Posted by elanthis View Post
    Nobody is going to make an RPG with this. Any teams that submit an RPG proposal to Unigine will almost certainly get rejected. An RPG takes a disgustingly massive amount of time, money, and talent to make compared to most other games (and those other games already requires massive teams of artists and designers on top of a strong core tech team to get anywhere).

    Even short, simpler RPGs often take on the order of 4 years to make, and that's with a full-time staff of 60-120 people working well over 40 hrs/week.

    Don't get me wrong, I'd love a great RPG, but it's just not realistic for a competition of this sort.

    Biting off more than you can chew is the biggest mistake made by hobbyist and indie game developers, as well as student game developers. Even if you go with the assumption that a hobby game has no deadline, the reality is that as development drags on with no end in sight, the motivation and energy of the developers wanes, the interest of the community fades, and the likelihood of ever releasing a finished and playable game simply gets smaller and smaller until it hits zero.

    If you've got a small team of hobby/indie/student developers, you realistically need to design a game that can be implemented by a small team of hobby/indie/student developers within about 1-2 years, tops. (And less than that if you're doing a student project or contest submission with a deadline.) That can still be a great game, make no mistake. It just won't be NWN, Dragon Age, Fallout, etc.

    It may be the next Left 4 Dead or the next Mario Galaxy. Most likely, however, it's going to be the next World of Goo or the next Portal or the next Boom Blocks: all great games, but all relatively light on content and development complexity, able to be put together, polished, and released with a small budget and a small team in a small amount of time.

    Most people on this forum have absolutely no idea of the complexity that goes into game development. Designing, sketching, rigging, modeling, texturing, animating, polishing, and tweaking a single high-quality character in a modern game can easily take from 1-3 months of a single artist's time. If you have a measly 12 characters (including enemies, background characters, etc.) in your game and three artists, that means you need about 4-12 months of development just for the characters. Toss in objects, environments, and effects, and you easily end up needing half a decade of work... or a huge freaking art team. Games like RPGs require just MASSIVE amounts of character art. And then of course you need all the maps, quests, stories, character interaction scripting, and the toolset development to support those features.

    An indie team can reasonably make a good adventure game, good dungeon crawl (e.g. diablo or Torchlight), a simple RTS, a shooter, or a puzzle game. Intense story-based games like Alan Wake or large RPGs like Dragon Age are just not in the realm of possibility for an indie team.

    Think of it like a movie. I've seen some amazing low-key sci-fi and intense drama and even excellent action films come out of indie film groups. You will never, ever see something akin to the Lord of the Rings, Harry Potter, or Iron Man made by an indie film crew, though. It just isn't possible, at least with today's tech.
    Well I'm not so sure about all of this. NWN for example has over 4000 community created modules to it. The key is to have good content creation tools. You have to remember that most RPG's are using their own engine and that takes a lot of time to develop so you can cut alot of those development years out of the picture using a "in the can engine". Heck even the rules for D&D have been put out on a open gaming license so much of the "balancing" of the gameplay can be based on those rules.

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