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.
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.
Well, they did eventually port it to Firefox. The demo is down right now, but it ran fine at least on Ubuntu.
So, basically you can just pay $19 for one month and then cancel your subscription
I'm not sure what you mean. If you're developing a fast-and-easy game in unreal, you use unrealscript. If you're a hardcore game developer doing fancy things anyways... you're going to use C/C++.
C#'s role in unity is very much like unrealscript's role in unreal. And as a c# developer, I won't hesitate to say that unrealscript actually has features oriented towards game development.
So if I make a game from this and pay people to play it, will Epic cut me a check for 5% of what I'm paying the players?
Account -> Discussions -> Disable Sigs
Nope, that's pretty much it.
Linux and AAA games, holy cow... I never thought I'd live to see this moment
They promise to release it when winter comes to Game of Thrones.
SJW's don't eliminate discrimination. They just expropriate it for themselves.
Why? Valve are making good thing for advancing Linux in to GameDev.
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.
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!
Really? I couldv'e sworn that Valve's got most of their titles over there...must've been my imagination.
I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
The only (IIRC) UE4 game publicly known to be in development from Epic is Fortnite, a survival sandbox game that sounds kinda like Sourceforts.
Bít, zabít, jen proto, ze su liska!
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
Will this herald a new Unreal Tournament 4 game?
It seems to be in development by the same team feverishly coding Half-Life 3.
http://www.kdramastars.com/art...
Unfortunately, I too pine for a new Unreal Tournament release, though it seems that Epic would much rather I spend my money on Gears of War instead :/.
$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.