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12/06/12 7:02:20 PM#81
Originally posted by wowclones haha brainpower to use hero engine? hero engine is one of the easiest engines to use. its a toy. what kind of serious developer gives away 35% of his profits for use of an engine? what kind of developer lets a 3rd party service provider manage their servers?
the whole idea of a low budget 3d open world mmorpg is stupid. hero engine doesnt make this idea feasible, it simply profits off the stupidity of people who think this idea is feasible.
every serious game developer using a 3rd party game engine buys a license for an undisclosedly large amount of money with full access to source code and fuck ton of support. if you are buying a proprietary license why would you buy hero engine when there is cryengine, unreal, havoc, source, gamebryo <-- a.k.a engines with history of success? you have 0 examples of games produced using hero engine (non proprietary) and those that use proprietary suck bad . who knows if it is the engine or the fail devs? hero engine is a risky and costly venture and therefore it sucks.
point with faxion and swtor is they both ran/run very poor framerates for their graphics. compare with tera (running on unreal engine). |
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12/06/12 7:05:14 PM#82
Originally posted by MindTrigger Have you tried it? I have. And I'm telling you, it's a lot easier than I expected, though you do need a strong math background for it, which is something that most programmers don't have. But then, you'll need a strong math background to do a lot of other things well. A game engine won't automatically play balance skills for you, and relying on reading forum whining won't get the job done, either. I haven't done sound or networking code yet, though Java has built-in capabilities that I'll use. At the moment, I'm taking the view that if everyone and his neighbor's dog could do sound a decade ago, then I can probably figure out how to do it today. Meanwhile, the networking code absolutely must be customized to fit the exact data your game needs to send and take into account how time-sensitive various things are or else it will be terrible. As for 3D APIs, you use either Direct3D or else OpenGL. It takes a few weeks to learn either one, but most of the graphical things that games commonly do that seem like they should be hard are handled automatically by the API. Now, if it's a really small project where you're trying to make a game on a $10,000 budget, then yeah, you want to license a game engine rather than creating your own. But if you've got a $1 million budget, it doesn't cost that much to have one person spend a few months to create a 3D graphics engine that does exactly what you want it to do. |
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12/06/12 7:17:22 PM#83
Originally posted by MindTrigger you need buy a proprietary license and get full access to source code if you want to use a 3rd part engine to make something like a 3d open world mmorpgs (i think this is what the "against" side in this argument is basically trying to say). serious developers dont use the hobby versions of these engines because 1. they dont give the developer much control 2. ~30% of your profits is way too expensive |
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Originally posted by bishbosh It's not too expensive if you are *never* going to secure the $1 million+ and a couple years it may take to write your own engine, which will not even come close to Hero or Unity's capability. For all intents and purposes, using Hero Cloud is a type of investment in your company, and for that investment, they are getting paid a percentage. If you can't afford to hire enough people to build an engine from scratch in the time it would take, you are pretty much dead in the water before you even get started. If you secure real investment, they might end up owning at least 30% of your business, and often times investment comes at the price of giving up majority ownership and control of your business I've never used Hero Engine, but I have seen what some other devs are doing with it, such as The Repopulation, and it looks pretty damned good to me. The Repopulation probably wouldn't even exist if they didn't have the option of licensing a turnkey engine, nor would Greed Monger or other projects. This discussion wasn't about whether or not Hero Engine is the best choice for all projects. It was about a great tool being available to get *INDY DEVELOPERS* started in game development for a very low cost of entry. Let us also not forget that if I get Hero Engine for $99 and I walk away from my project before it's even done, for whatever reason, I'm only out my time plus $99. Try that with traditional investment. I haven't looked at their contract, but I imagine the fate of a finished game that fails at launch doesn't put you in the poor house either. I'm not a fan of pharmaceutical anti-depressants, but I'm starting to think a lot of people around here could benefit from them. Seriously. All I can think about is Star Citizen. |
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12/06/12 7:58:23 PM#85
Originally posted by MindTrigger Hooray for completely made up numbers that sound scary? If you make your own game engine, you don't need for it to match everything that the Hero or Unity engines can do. You only need for it to be able to do the things that you want to do in your particular game. You don't have to try to think of everything that everyone could conceivably ever want to do in any game and implement all of that. |
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12/06/12 8:03:44 PM#86
Originally posted by MindTrigger is repopulation using the hobby version of hero engine (herocloud) or the did they buy a license with access to source code etc? http://www.heroengine.com/heroengine/licensing-options/ source code access is $75k + 7% revenue. im guess repopulation went with this option. any developer which is actually serious about what they are doing will go with this option. herocloud is a toy. |
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12/06/12 8:11:22 PM#87
Originally posted by mmoDAD There's more to having commercial success than having a good product. Yes, it does help, but that in itself does not guarantee its success. Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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12/06/12 8:13:46 PM#88
Originally posted by grimal mmoDAD ccompletely missed the part where blizzard has lots of experience with massive multiplayer with bnet and bioware has none and both companies have made other non mmorpg games. souldrainers advice is pretty good. i reckon you could subsitute 10 small indie games as he suggested with 1 succesful multiplayer indie game that people actually play. point is that you need skills/experience/money to make an mmorpg and until you acquire this you probs shouldnt bother. make a simple multiplayer game first-- see if you can do that. |
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12/06/12 8:24:56 PM#89
An MMORPG as your very first project is probably a bad idea, unless it's awfully simple. But ten other games first? Why ten? Does ten really give you that much more critical experience as compared to nine? |
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Ramonski7
Spotlight Poster
Joined: 5/21/03
"A wise man has something to say, but a fool just has to say something." |
12/06/12 8:46:32 PM#90
Wow I never witness so much vemon spewing forth at someone that is just trying to ask if herocloud would be a good start for new or small indie teams to tinker with. We're not talking about the next UO here. I personally think it's fine to dabble in while moving from the concept phase to the materialize stage. It would allow you to test your fortitude while keeping your finacial well being safe. I look at this as a way for new ideas to surface just like XNA was to console gamers for indies. No harm in that. HeroCloud is nothing more to MMOs than XNA was to consoles. Which maybe a good thing to humble a lot of the people around here that keep thinking they can do better. Some may and many will not.
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12/06/12 8:52:38 PM#91
Originally posted by Ramonski7 read thread again. i dont think anyone here has been even slightly rude to OP. a lot of people here dont seem to appreciate the engineering side of video games and the dont understand how important it is. multiplayer is a huge challenge and massively multiplayer is even harder. herocloud is fine for getting your feet wet but if you want to make actually make a massively multiplayer game and make money from it i would look elsewhere. |
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Ramonski7
Spotlight Poster
Joined: 5/21/03
"A wise man has something to say, but a fool just has to say something." |
12/06/12 9:05:41 PM#92
But both can be done with herocloud. Like I stated before, I don't think anyone here is looking to create a masterpiece here. And I know the OP is not looking to replace is income here. I just think instead of detracting from the small goals he has listed, maybe some of the more tech savvy members here could give some words of encouragement. But I now understand that's like asking people here for a kidney when all you asked for was a light.
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12/07/12 12:25:38 AM#93
Hmm... while some of the more experienced people around here who are against the use of premade engines, are offering some valuable insight and information. I still think that the spirit in which the OP is presentingthem is still valid and good. The premade engnes are a good start of the new people to get in to making a game. Not everyone can start coding their own engine just like that. And not everyone can make a game and grasp many of the notions that are involved. But everyone can learn and premade engines are a good way to learn in my opinion. So unless some here have somethng to fear, i do not think that discouraging people from getting their feet wet with these engines which at 99$/year are a very affordable endeavor, is actually a good thing. Many players have much better ideas than existing Devs (mainly due to constrtraints imposed on them by the industry), which these engines could help some to express without those constraints. It can only be good for the industry and I do not hink that there is anything to fear of. I say anyone who ever wanted to put some of their Ideas to the test, go for it, pick one of these engines and let your creative juices guide you!
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12/07/12 2:52:50 AM#94
Tell the guys Developing the Repopulation all this crap and see what they say considering they are using Hero... I personally have a HeroEngine Server - I'll tell you one thing it's NOT designed for people with no Programming Experience. There's a TON of Programming you have to do. And it runs great on my old Single Core CPU with Integrated Graphics so I have no idea where people get that it doesn't perform well.
Lead Programmer |
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12/07/12 3:30:18 AM#95
Originally posted by bishbosh Tell that to the people making The Repopulation. The HeroEngine and the HeroCloud is the perfect solution for an indie company wanting to create an MMO or some other online game. Heroscript is the way for people using heroengine to code in new things or manipulate the engine in different ways.. its just a different scripting language.. UDK also uses their own scriping language as well as many other game engines. You can also gain access to the source code for the hero engine via other license models. As for making an MMO yes your right its a lot of work but HeroEngine does cut down that work quite a bit.. work that you would have to do if you where gonig to use Unity3d.. Unity is a nice engine as well, now with DX11 support as well but it is in no way setup to support MMOs and you have to do a lot of work to get it even close to being ready for an MMO.. you will also need to use middleware for the networking code. Most people put the hero engine down because of SWTOR.. Bioware used an old version of the engine and managed to mash it up bad as well..
At the end of the day HeroEngine is a very viable option for any indie company wanting to make an MMO. its also one of the best engines for multiple people working togeather, I have not seen it done better in any engine. Saying that no one should try and make an MMO game as their first game, there is a shit ton of work invovled and a lot of things can go wrong.. best to make a few SP games and maybe a few small MP games first :)
Didnt realsie they had released HeroEngine 2 think ill have to take another look at it :) My 3D models |
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12/07/12 4:27:51 AM#96
Unity3D IS another option with the right Network Middleware (MuchDifferent's uLink) it's a very viable option. That's what the team I'm on is using. We are programming our own "inhouse" framework complete with custom Editors, Seamless Tech, our own Character Customization Tech, and plenty as of yet unreleased Cutting edge tech not found in any Current MMO.
Lead Programmer |
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12/07/12 7:24:31 AM#97
Originally posted by JamesP Frame rate isn't just a function of the game engine. It depends tremendously on how much you're trying to keep track of and have to draw per frame, and on what you're trying to draw. The first time I ran my game engine, it ran at about 200 frames per second on my AMD E-350 based laptop/netbook, even though it was horribly unoptimized. It helped that the only thing it was trying to draw was a test pattern on the ground. Getting 50 frames per second while drawing 20 times as much means I've made huge improvements in efficiency, even though the frame rate went way down. Now, you probably already knew that. But that's a point I was trying to make earlier in the thread, where someone was complaining that the Hero Engine is what forces SWTOR to limit how much it draws on the screen at once, as though some other game engine could draw arbitrarily large amounts of things without any performance problems. While there are surely some game engines that are more efficient than others, it's not an easy thing to measure, especially considering that the relevant comparison is after you've made all of your optimizations to each. |
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12/07/12 7:29:56 AM#98
The trick is, there is only so much blood you can sqeeze from a turnip. Also, if you don't have access to the code for the engine, at that price, that is where people make optimizations.
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12/07/12 7:42:23 AM#99
Originally posted by Caldrin Does DirectX 11 even matter if you're not using tessellation? And how could one plausibly hope to do tessellation without writing your own shaders? That's low-level stuff that an off-the-shelf game engine isn't going to give you access to without the full source code. |
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12/07/12 7:49:00 AM#100
Having worked with Hero Engine for about a year and a half now, there is absolutely nothing wrong with the thing. It's renderer isn't on par with the likes of Unreal Tech, but the editors, collaberative editing, networking is all just fine.
http://www.therepopulation.com - Scfi Fi Sandbox. |
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