Over 9 years developin with this engine. Still this is my favorite. Active user community. Cheap program. Lot of examples, extensions so it´s easy to get in. Now with new device platform exporters this is up to this date. If someone may not understand mine text it´s time to give numbers 10/10!
This engine is incredibly powerful and fun to use. It's incredibly easy to make a working prototype that will eventually become a full fledged game for any desktop platform.
Documentation and tutorials are well made and explain the basics of what you can do with the game in both python and c++. However, python can be a bit deceiving if you don't learn python before working with this engine, or you may write very inefficient code that does more harm that good.
You can use any IDE to program in python and do your best jobs with it, you have no restrictions and the architecture is open as well so you don't have to use a defined structure for your game logic to making things work.
the big problem this engine has is that there is no default scene editor so you need to either look for one you can use, or, use a 3D software or write one in code. Or else you will have to do a lot of trial and error and this drags more expansive development
This engine is not perfect, but. It is ideal for many seasoned to experienced programmers that want to go into the world of videogame making.
If you use the SDK, you have a great set of tools at your disposal, a variation of Netbeans with the engine fully integrated. a small variation of Blender to make the 3D models and import them quickly into JME, and your games run on PC/Mac/Linux thanks to the power of Java.
The engine gives o standard on how you want to code your game. So you can use the method you find fits best to your game and implement it into JME using Java and it will work for you. The tutorials and JavaDocs are great with a very helpful community.
Two bad points that pits this engine at 9 and not 10:
- You nee to have some experience in object oriented programming languages, especially Java. If you don't know Java don't start using JME. you need to learn Java first, it is a must.
- the SDK has a scene composer that allows you to create scenes for you to use in your game and save you some good lines of code. However, there are many missing features like ragdoll creation. This is mostly due to the engine not having enough manpower to add more features as they have priorities in making this as stable as possible.
This engine is perfect when you want to prototype games or make simple ones. The feature list is very powerful and the scripting standard that is used is very straightforward. put a game object on a scene, put a script that you made on that object and you are all set. You cannot get any simpler than this!
As you might guess by now there is a big bad BUT. I reached this after working with unity for the past 6 years and many don't notice it or refuse to notice it because they already paid for this so there is a kind of "marriage" with the engine. If you remove the veil of what the engine can do for you graphically, you will start to see the problems this engine has from a more objective standpoint.
- writing monobehaviour scripts encourage bad programming practices that will make new programmers sloppy with many game code with many inefficiencies. You need to have some programming background to not fall into this trap.
- Simple scripts are the best choices for games with Unity. But then you need to add some complex code in order to add uniqueness to your game so it does not fall into a formulaic kind of game. Unity will eventually start fighting back and when it does, you are writing code workarounds instead of actual code features since you cannot control how the engine works, you just have to make the best with the behaviour of your game code.
- MonoDevelop is the default IDE (VStudio on Windows). MonoDevelop is very unstable and may crash while you are editing or debugging your game. I had to resort to use code text editors instead of IDE's for better performance and less crashes.
- Flexibility is a loose term when it comes to Unity, because many assets and plugins work on top of Unity's "black box" so your game performance can take a very serious hit.
- Games made in Unity, although powerful, they can turn your computer into an energy hog even though the game is graphically simple. The engine is not very efficient
- Unity Editor is way too centralized for an editor that does not edit game code without external editor, but you may find it almost impossible to debug an unity game from the code editor alone, you have to start the debug from the Unity Editor and look at the code in another program. This is not very programmer friendly.
If you want to start making games and you have little programming experience. Unity is more than enough for you. If you plan to develop simple to low complexity games. Unity is right for you. If you are an experienced programmer looking to make something extremely unique(game or application), I recommend you to go to another engine
Lot more items and weapons
3 classes, all unique and change gameplay and add replayability
More realistic bullet physics and damage
More lore to the game
Makes C.O.P way more fun
Some stuttering when moving from one side of the map to the next
All in all I love this mod, can't play this game without it anymore. Not only does it feel like a completely different game but it makes it a billion time more fun. Nothing makes your blood pump fast them finding your way in the dark with no ammo while running from a bloodsucker. Saying that this mod makes the game intense is an understatement.
Very Mediocre for a COJ game with average AI, boring story, missions, cliches everywhere and the whole game only took me roughly 6 to 5 hours to finish. To sum it up go play Bound in Blood or the original COJ heck the newest one does and even better job at sticking to the roots of what COJ is.
Almost everything about this mod is great, except for one glaring issue. In conquest, the flags don't show up anywhere on your screen. This is a very necessary game mechanic, as it is a key component in NOT GETTING LOST ALL THE TIME. I understand it isn't very realistic, but sometimes you have to sacrifice realism to actually make your game/mod enjoyable. It keeps this game from being a full 10/10, which I was expecting from seeing all of the extremely positive reviews this mod was getting. Maybe it's only me. I dunno.
The units in the game and the cities are superb!! The you can appreciate the effort and time put in to this mod by the detail and vastness of the world before you.I have persuaded alot of my friends to download this mod (not that I had to try very hard!) and we have created some really epic battles from the books and films and I have enjoyed every second playing TATW. Sweet job guys you keep me sane xD
Can anybody help me please! I´m completly stuck on the first map. I finished every quest, exept the one with the tools. Finaly I shot the guy. But now... Only two things left to do. Bring the Heart of the oasis to beard and inform him about those three guys that tried to kill me. But I have no idea how to get to him or even to Zaton. There are now quest markers or something else. No speaking options to anyone... nothing. Is it a bug? I loved to play this awesome mod till now, but I´m getting a little frustrated :(
My note is 7, the following:
The mod is not bad, on the contrary the mod is beautiful, but some of his friends have robs you, and you guys have to release it early, then came with some bugs, my grade is 7 because of some bugs, taking it the mod is beautiful
Most of the game is just hidden object "puzzles" and one of the few monster encounters was easy to break. Near the end you're given a torch, but you have to it drop every time you need to interact with something (e.g. opening a door) and then pick it up again. Picking the torch up can be a pain, as it has a habit of rolling around. The story also ends abruptly, not that it was going anywhere interesting anyway.