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Using Unreal Engine - suggestions from another game

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Mewkychan
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Using Unreal Engine - suggestions from another game

I tried The Bureau: X-Com Declassified which also uses the Unreal Engine, and I must say that the keyboard / mouse control handling really sucks. Doing the simplest things require intensive labor and thought and mostly aren't in the game wiki.

Please try to make the WASD and mouse work the way they did in CoH. Please!

-- Mewkychan =^.^=m mew!

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that is a problem with how

that is a problem with how they implemented their movements, and *not* with the actual engine itself.

There are a *lot* more games out there that use the Unreal 3 engine out there that have *lovely* controls. Borderland 1 and 2 I had *no* problems with using mouse and keyboard.

Same with Mass Effect 1, 2 and 3.

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4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Krnl_Mandrake
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It seems there are a lot of

It seems there are a lot of questions and/or concerns regarding the choice of using the Unreal engine. I think I can put most of them to rest pretty quickly in all honesty.

- Unreal doesn't have MMO support built into it like Hero or Unity does.
-- First of all, Unity doesn't have it built in either. In both cases there are modules and even third party packages that allow hooking in multi player and MMO scale server connections without having to develop your own entirely from the ground up. This is nothing new for Unreal so it isn't a problem and hasn't been for a long time.

- Unreal graphics suck.
-- No they don't. The Unreal 3 engine which is what the devs are using is capable of astonishing world object definition and graphics. You have to keep in mind that what you get out of the engine is directly relative to how well you utilize it.

- Unreal doesn't perform very well.
-- Sure it does. There are a lot of games that use it very well.

For every concern anyone has with the Unreal engine it boils down to the people that are using and coding with it to create the game. If you are smart about it and work with it properly, you end up with a good looking, smooth functioning, enjoyable experience. If you throw it together or use really crappy code that keeps loop checking all the time and lagging the system - then you end up with just that... crappy outcome.

From everything I've read so far, and the short demo cuts I've seen, it would appear we are looking at people with real skill in their backgrounds and have nothing to worry about. The nice part about all of this is we are a community as a whole and studio that has grown out of this project are all interactive with one another. Problems will be solved, glitches will be ironed out, and it will be an enjoyable ride.

It all depends on perspective however. If one is simply determined to have a playable game on a release date then perhaps it won't be what some people want. I think what is great that it more likely will be a '1.0' release of a very basic working game that will have tons of updates every week / month as we go for years to come as it becomes more mature and robust. I kind of hope that is the way it goes because it is more personal and I have more input in the outcome. Just my preference however.

Take care,
Manny

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We'll definitely have the

We'll definitely have the same physical set-up that CoH had and all the options they had, plus as many more as we can add.

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Krnl_Mandrake
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speaking of physical setup...

speaking of physical setup... you guys gonna do the ragdoll physics? I know some people don't like it, but I adored watching the limp noodle face plants when I vanquished my enemies. Or the wretched, painful to watch, bone breaking arm and leg flails as they toppled down over rails or fell from walls. LOL

Zombie Man
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Haven't committed one way or

Haven't committed one way or the other. Need to see how the unreal engine implements it.

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Also, keep in mind that we

Also, keep in mind that we are aiming to make a teen-rated and family-friendly game. So, exactly how we apply effects will depend as much on that as what the engine can produce.

The Bullpen

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Next person to insult Unreal

Next person to insult Unreal will get a Kevin Conroy batarang to the face.. because that was made using it.

Revenge is motivation enough. At least it's honest...

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Krnl_Mandrake
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Terlin wrote:
Terlin wrote:

Also, keep in mind that we are aiming to make a teen-rated and family-friendly game. So, exactly how we apply effects will depend as much on that as what the engine can produce.

Uh ok... I don't really see how a particular type of physics would have anything to do with game ratings / family friendliness, but I am glad that you all are keeping families in mind. Was always a big selling point to us.

Doesn't matter anyway. Just a fun question. Whatever you all go with, as long as it works the way you all need it to and gets your animations doing what you want them to then... who cares? :)

Mewkychan
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Zombie Man wrote:
Zombie Man wrote:

We'll definitely have the same physical set-up that CoH had and all the options they had, plus as many more as we can add.

Bless you! Bless you! Bless you! :)

-- Mewkychan =^.^=m mew!

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Zombie Man wrote:
Zombie Man wrote:

We'll definitely have the same physical set-up that CoH had and all the options they had, plus as many more as we can add.

I luv you ZM!!!

Because of my physical disability, I couldn't use keyboard AND mouse control at once- so I had everything mapped all over the keyboard.. and I've gotten so used to it.. I wouldn't like to change :)

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@Krnl_Mandrake,

@Krnl_Mandrake,
You want this? Image Link ;)

Krnl_Mandrake
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Izzy wrote:
Izzy wrote:

@Krnl_Mandrake,
You want this? Image Link ;)

LOL!! Oh geez - weren't those the days? hahahahahaha... Oh shoot I'm cryin' over here.

I loaded up Icon and was flying around Croatoa just a little bit ago. I miss our home so bad. As much as I have to be on the road with work, it is so truly my home away from home. The place where my wife and I spent so much time together when we can't in RL. Not to mention the only game she can be as sexy as she really is too! I know women want options for walking, but I certainly hope they keep one that is just like CoH had! XD Great game for fun with the kids, and great for fun with just 'Mom and Dad' time. What a place. Can't wait to have something like it back. :)

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Hmmm.. I dont mind this kind

Hmmm.. I dont mind this kind of realtime cinematics in Unreal:
http://www.youtube.com/watch?v=XgS67BwPfFY

Lord Nightmare
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eh.. >_> It might not be able

eh.. >_> It might not be able to run well on many comps if it's THAT Hi-res.. unless it's an actual video that's brought up and played by the client (like WoW!) IIRC, the devs are trying to make it so that CoT can, as WoW used to say, "Run on your dad's computer"... and that pretty much means the graphical look would be kinda.. low res..?

Revenge is motivation enough. At least it's honest...

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Izzy
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Low res... I dont mind. :)

Low res... I dont mind. :)
As long as the rig animations move realistically for cinematics.

Motion capture with Kinects (or whatever) would be nice.
Maybe use this to get allot of emotes the easy way. Dance as well. Can the devs Dance?!? ;)
Something like this: http://www.youtube.com/watch?v=INOZvxdiqYA

http://www.youtube.com/watch?v=ndPcqkTyKPY

Lord Nightmare
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Depends how white the devs

Depends how white the devs are ;D

Also, I so challenge them to have a contest to decide a new dance emote added in about 8 months into launch. Can imagine it now..

"FOOOOOOLS! Behold the superior dancing skills of the Nightmare as I perform the NIGHTMARE SHUFFLE!"

Revenge is motivation enough. At least it's honest...

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Did someone say new dance

Did someone say new dance emotes?

I've got one word for you: Bollywood.

- - - - -
Hail Beard!

Support trap clowns for CoT!

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Bollywood would be so awesome

Bollywood would be so awesome, espically if you had a whole group doing it at once, I can just see it now, lol
But you can't forget to include the robot as well, it's gotta be done

On a more serious note I'm guessing the game would ship with les res, lower polygon model options for lower end machines, and of course high res textures, models and all that jazz for high end ones, as the unreal engine doesn't have that high system requirements just on it's own so should be quite scalable I would of thought

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If they put in dance emotes,

If they put in dance emotes, I would love for there to be a targeted version that allows for you to synchronize with whomever you target. Then you could have a choreographed dance troupe. It would be awesome...especially with the bollywood dance suggestion.

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BOLLYWOOD! YES! I can just

BOLLYWOOD! YES! I can just imagine music videos with like 20+ heroes all doing Bollywood xD

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I think the most important

I think the most important thing is that the movement animations look right, whatever we can do. More so than texture resolution, moreso than polygon count, moreso than fancy lighting effects, moreso than clipping, the biggest visual killer in a game for me are animations that don't look right and out of proportion models. I would cite DCUO, Pirates of the Burning Sea, Conan and Secret World as very good in this regard - and they have a wide range of graphical quality to show my point. Less than good ones for me are SWTOR and LOTRO. I have stuck to MMOs I play so as to avoid comparing MMOs with single player games.

I would particularly point to Pirates as an older game with somewhat dated graphics that nonetheless shines in regards to animation. LOTRO is generally excellent, but something about the basic run animation in particular (which you see a LOT) looks fake to me. The age of the game has a lot to do with that, I'm sure.

The thing to remember is that poor animation/model design takes up the same system resources as good animation/model design, though it may take more skill or effort at the start.