Wait, weren't most of the improvements in UE5 to cut down in optimization like creating LODS and low poly versions that could actually be run in real-time?
Stuff like the cut in bake lighting is alone a huge step up, no longer do devs waste a massive amount of time just waiting for the computer to bake and can have the final result right there.
Same with assets, developers already had to do the high poly version and then transition that model information to a low poly version, a process that takes a lot of time, and changes to the original concept meaning having to go back again.
I don't know about AAA development, but as an indie dev, this engine seems to be cutting so many things off the budget no matter how realistic the graphics are.
Not saying that he is lying since who am I, but I wished it was better explained since it seems a bit contradictory to what the tech demo presented.
@streetshark: I did a game alone too and in 3D, honestly with the current technology of Unity and Unreal 3D is only hard if you don't have any previous knowledge into the matter. The game won't be harder to make simply because it is 3D, some aspects might be a lot easier like asset creation (make a tree, now you can rotate it and have it be seen from any angle instead of it being an asset that is easy to see when it's being repeated).
Now, the game I made is still rather simple, like what is said in this article you really want to do a simple project when working alone, otherwise you never get to the end and the price to pay is that all that lack of social life during the making of the game was pointless, and you end up with nothing to show. Even simple projects end up not being all that simple when taking into account all that needs to be done to have a presentable game nowadays, indie games way back then could have an options menu with the graphical options of just "Low, Mid, High" and be done with it, now even small games are expected to have all the nice selection of options, either graphical, gameplay related or keybinds. Its stuff that is taken for granted, sure, but it is still plenty of time to have it all up and running (and when working alone you know you will have to take time out of doing the meat of the game to do that sort of stuff).
I still enjoyed the experience, and am happy with what I did, but another aspect that makes it hard nowadays is that you cant (or at least shouldn't, there are always games that do surprise) simply focus on making the game, you now have to market it and generate a following as you make it. Imagine coming from work, you have some small hours to develop the game, and you still need to cut them to make some content to promote the game, delaying it even further. I ended up just working on marketing right near the end and it backfired hard. By the time I launched, it got lost straight away in the waves of games coming out on Steam every day.
Not all is doom and gloom, the tools are certainly easier now, I wouldn't be able to do a game back then as these guys did even with the knowledge I have now. The tools simply got that much more user friendly. So anyone wanting to try will be able to release something and have a feel of the market with much less time invested in all of it.
I dont know if I will ever do another game, really not that interested in the marketing part of it and to sell well there needs to be a huge push in it or a lighting in a bottle situation.
Anyway, if curious the name of the game is All Day Dying
What about the fact that they are different games and the other games simply have more appeal? Someone could release a racing game that scored a shitload of 10/10 but I still wouldnt buy it because its not my type of game. I bet a sandbox FPS game like Far Cry 3 as a lot more audience then a stealth game like Splinter Cell.
Thats like when Square Enix was expecting Hitman Absolution to sell 5 million copies, its Hitman! Its inside a niche genre, its obvious that no matter how good it is it wont sell that much. Just make an apropriate budget and focus on what actually matters for the game (they kind of missed the ball there).
Splinter Cell can be complex or simple but there is a finite number of stealth fans out there and there is no way that by botching features you can get fans of other genres into the mix.
I was expecting Max Payne 3 to sell a bit better but Spec Ops The Line was dommed from the start. Its a great game, a really great game due to its story but part of that is because of the initial ilusion that it gives to the player that its just another boring generic shooter just like the other ones. The marketing of that game did that with the exception of one or two trailers. And even though they said that the story was a big thing in it in some interviews players just cant believe in what they say (Homefront lol). I am now waiting for Yagers next project, they delivered here a very good game and have probably convinced anyone that played it that they can do good games.
@frankblack789 Yeah, sorry about that, english is not my first language, but that is something that even though is wrong you guys can still understand. The fact that I cant spell correctly doesnt exactly make me an ignorant, it just means that I dont spell english very well.
On the ESRB, yeah, that was kind of ignorant on my part since I had doubts on what was the exact name, I should have looked it up. Still, my point isnt any less valuable due to my not so impressive grammar
@IceDefenseGod You are completely ignoring the fact that when games are finished they dont go directly to stores the next day. They have to go through the ESBR and other shit like the burning of the disks that will still have to go to the stores to be available the day the game is released. This is shit that takes time and they cant add anything to the game during that time so basicly you are just an ignorant that is missinforming the rest of the community with the lack of knowladge on the subject.
The worse is that you still manage to get people to like your comment showing how much your "knowladge" is reaching other people
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