Unreal Engine 4 Launching With Full Source Code
jones_supa writes "Today Epic launched Unreal Engine 4 for game developers. Supported platforms are Windows, OS X, iOS and Android, with desktop Linux coming later. The monetization scheme is unique: anyone can get access to literally everything for a $19/month fee. Epic wants to build a business model that succeeds when UE4 developers succeed. Therefore, part of the deal is that anyone can ship a commercial product with UE4 by paying 5% of their gross revenue resulting from sales to users. This gets them the Unreal Editor in ready-to-run form, and the engine's complete C++ source code hosted on GitHub for collaborative development."
and even medium sized devs who couldn't shill out for the giant license fees before.
A release for linux coming "later"? I remember this from before.... http://games.slashdot.org/stor...
If Epic demonstrated the capabilities of this engine by also having a first-party game released along with it. They could make it a multiplayer first person shooter, which I know is a well-trodden field, but I really think Epic could do it - especially one that includes LAN play, which seems to be poorly represented in games these days. And then, they could bundle a few of the tools with the game so that some gamers could make their own content for it, and do something really earth-shattering - user-generated DLC, FOR FREE!
If only I could think of a name for this game....
...couldn't they use it to build UT4? Please? After 6 years, I'm getting just a little bored of UT3.
Really exicited to see if they port this to Firefox. They have already ported the version 3 of the Unreal Engine to Firefox, using OpenGL for graphics and Asm.js for code. The speed difference compared to the native version should be very small to non-existent, since Asm.js is statically compiled.
So if I make a game from this and release it for free, 5% of my $0 revenue is $0? Or are there licensing stipulations that prevent this.
Just the developers of the game would pay a monthly fee. The non-engine part of the game could be open source. It wouldn't be desirable for those who want to build something truly open(GPL free), but would be a nice hybrid for those who would like to leverage a commercial engine.
So, basically you can just pay $19 for one month and then cancel your subscription
I'm guessing this is to counter the huge chunk of the indie market that Unity has eaten?
C# is still much better to code in for game logic. I'm guessing this engine is still pure C++?
pretty sure it's 5% of _positive_ income. Btw if you pay them $100 and they pay you $5 you still are losing $95.
not a good business model.
From a laypersons perspective (by that, I mean not a programmer) this strikes me as reasonable.They are creating a sophisticated tool (is anyone going to dispute that it is, in fact, somewhat sophisticated?) for what appears to me an eminently reasonable figure, and a small haircut at the end of the process. You don't really want an EA hegemony forever surely?
*Insert ridiculous, apparently intelligent but ultimately meaningless phrase here*
That is per-person involved in development. A 1-2 person team, sure, no big deal. A 300 man AAA, no thank you.
Karma Whoring for Fun and Profit.
Epic's terms for 4 are quite affordable, that's why we made the move to 4 from three for City of Titans after our Kickstarter last year. These terms are very positive for those seeking to deal with a top end game engine which is, simply, a joy to work with.
Karma Whoring for Fun and Profit.
Will this herald a new Unreal Tournament 4 game? I hope they go back to what made UT 1999 so cool. The game physics and the speed of gameplay needs to be kept as well as tweaks to the map editor to make it even more playable.
Things have gotten much better in gaming as of late, but also a hell of a lot worse. A few titles have come out lately that actually have full editors and SDKs, but it's still a far cry (hurr hurr) from where it was at one point. I loved the Unreal Engine, but there came a point (with Deus Ex 2 and the post-Raven Shield Rainbox Six games) where UE titles stopped shipping with editors, and I found myself getting very little mileage out of them. And then of course Epic went from having fairly great Linux support to having none. I went from being a rabid fan of nearly anything built with that engine to a person who didn't even bother buying the first-party titles.
I remember sigs. Oh, a simpler time!
Sudden shortage of underpants around Unity's HQ
I'll be more excited when they come up with the Linux support. Seriously. It's great- so long as an Indie can push to Desura and Steam...and can target anything including SteamOS with this stuff.
Until then, it's nifty- but useless to me.
Some parts of twitter are lighting up because UE4 workflow and asset management systems seem a lot better than Crytek's... that can be very "valuable" to people where monthly deals are advantageous.
with desktop Linux coming later
Oh good, "coming later"! Just like UT3 for Linux is "coming later". I suppose I should go and start paying now, like when I preordered UT3 to play it on Linux, right?
After a walk on their forums, the thing is, IT IS POSSIBLE FOR YOU TO PAY ONLY ONCE, THEN CANCEL YOUR SUBSCRIPTION. That is, you pay $19, cancel your subscription, and develop your game on your copy. You simply don't get any updates or source code access. When it's time to publish your game, you resume your subscription and do it. EPIC SAYS THIS IS TOTALLY ACCEPTABLE.
That is, you can pay only $19x2, along with 5% of gross revenue.
https://forums.unrealengine.com/showthread.php?53-Free-UE4-build-w-o-source-code-license
"Currently there is no planned trial or free version of Unreal Engine 4. If you would like, you can make a one-time purchase for $19 and then cancel your subscription to give it a try. You do not have to pay the subscription to use the engine, just to get the initial download, updates and additional content. There are two different builds you can download from this, one of which does not have access to source code and one that does, so you can choose whether or not you wish to have access to source. If your game does not turn out revenue you do not pay royalties."
https://www.unrealengine.com/custom-licensing
"If you require terms that reduce or eliminate royalty for an upfront fee, or if you need custom legal terms or dedicated Epic support to help your team reduce risk or achieve specific goals, we’re here to help."
Although I find the UDK terms superior, I think this is a fair price, if not a steal. They've got to make their money somehow.
It's going to encourage "free" games full of mandatory in-app purchases
kthxbye
different strokes for different folks, but ugh UT2k4... from its push to a more colorful/cartoony aesthetic, to the level design, its mostly mid-range / long range combat, unpolished weapon feedback... its like the studio lost some founding talent compared to UT99.
oh UT99... how your gibs littered so well.
That would be unreal!
$19/month honestly isn't that bad for what you're getting. I'm a member of a few indie dev communities, and I've seen what pre-release versions of the engine can do. It's very impressive, and one guy can do a whole hell of a lot more by himself in a month than he used to be able to, and make it look good in the process. However, I can't help but think they'd have a bigger market share if they used the old pricing model instead. It used to be free to play with, and free to sell games with unless you made over $50000usd. On the other hand, I doubt the decision was made arbitrarily. These guys watched the market, and saw how their engine was being used. I'm guessing a lot of indies had games that didn't make it to the $50k mark, so much so that a subscription cost is better.