they rotate slower then i drag the ISD, thats why they are slower. When i did restarted the project they stopped working >.<, fixed it already but man this turret is killing me.
I really wish there would be an new Space RTS with an actual engine, if a big mod team would start making it´s own game the time would be the same as if they would make a mod for an 10 years old game.
Yeah a shame really. It seems aside from Stellaris, true 4X RTS games are dying out. And since EA has the rights to Star Wars, there isn't much hope there either. All that EA cares about nowadays is squeezing that last penny out of AAA FPS games/DLClusterfuck while they have the Star Wars license.
The problem with great modders starting their own game is the funding. If you don't have enough money to live off of it, you can't really dedicate time and effort into such a huge undertake :(
I suppose publishing, advertising, and legal stuff would require a certain investment. Don't you think?
Besides there's the engine license or if you want to build your own engine, it will definitely require a lot of time and money.
Mods are made for already established games, which makes them way easier to make and publish than the game itself.
Of course one can always make an indi, but that isn't really what we're talking about, especially for the RTS genre.
i am not talking about paid games, UE4 is free the time you have to pay kicks in when you sell the game.
Advertising no need if you show it on your modpages. Since free anyway.
In a mere week i made the turret thing, camera, models and some other stuff and wtf i still dont know what i am doing xD, what do you think happens when there is a team doing this? the times where you need time and money to make games are long over especial with UE4 and Unity 5.
here best example in a few month they already finished the rough ship fighting and more: Forums.unrealengine.com 39-Vaduun-A-4X-space-strategy-game-with-new-ideas&p=696638&styleid=2
I completely agree with you on this Elratie. It could be pretty amazing, especially with funding options like kickstarter, etc. allowing a dedicated team to develop a modern, easily modded, community friendly 4x RTS of our time. It could get marketed without getting sued by EA/LucasArts if it wasn't SW, but because of its accessibility and the fact that all of the models/rigging tools already exist, the community can easily put together mods to solve that issue.
Yeah but i still mean free games not funded in any way :), the Excalibur game from the Bridge Commander modders went into UE4 this year and they made a playable demo in just 2 month Youtube.com or this one: Moddb.com (own engine)
You can either code in c++, Blueprint system in UE 4 or both together and even cook the one into the another, for Blueprints you dont even need to know what coding is.
Not previously familiar with the "Excalibur" but have been following 0 AD for years. Yes, blueprinting is cool, not quite as complete as coding... but it saves sooooo much time, it is a fantastic tool. Wish EaW had blueprinting for the xml files :P
cool ^^
hrhr ^^
If only EaW had turret handling that good :/
Although it does seem that the turrets are lagging a bit behind the target's movement.
I nice to see you venturing into new stuff^^
they rotate slower then i drag the ISD, thats why they are slower. When i did restarted the project they stopped working >.<, fixed it already but man this turret is killing me.
I really wish there would be an new Space RTS with an actual engine, if a big mod team would start making it´s own game the time would be the same as if they would make a mod for an 10 years old game.
Yeah a shame really. It seems aside from Stellaris, true 4X RTS games are dying out. And since EA has the rights to Star Wars, there isn't much hope there either. All that EA cares about nowadays is squeezing that last penny out of AAA FPS games/DLClusterfuck while they have the Star Wars license.
The problem with great modders starting their own game is the funding. If you don't have enough money to live off of it, you can't really dedicate time and effort into such a huge undertake :(
Hrm i wonder why everyone is thinking you need money for making games? The time you need for it is the same as you would need to make a bigger mod.
I suppose publishing, advertising, and legal stuff would require a certain investment. Don't you think?
Besides there's the engine license or if you want to build your own engine, it will definitely require a lot of time and money.
Mods are made for already established games, which makes them way easier to make and publish than the game itself.
Of course one can always make an indi, but that isn't really what we're talking about, especially for the RTS genre.
i am not talking about paid games, UE4 is free the time you have to pay kicks in when you sell the game.
Advertising no need if you show it on your modpages. Since free anyway.
In a mere week i made the turret thing, camera, models and some other stuff and wtf i still dont know what i am doing xD, what do you think happens when there is a team doing this? the times where you need time and money to make games are long over especial with UE4 and Unity 5.
here best example in a few month they already finished the rough ship fighting and more: Forums.unrealengine.com 39-Vaduun-A-4X-space-strategy-game-with-new-ideas&p=696638&styleid=2
I completely agree with you on this Elratie. It could be pretty amazing, especially with funding options like kickstarter, etc. allowing a dedicated team to develop a modern, easily modded, community friendly 4x RTS of our time. It could get marketed without getting sued by EA/LucasArts if it wasn't SW, but because of its accessibility and the fact that all of the models/rigging tools already exist, the community can easily put together mods to solve that issue.
Yeah but i still mean free games not funded in any way :), the Excalibur game from the Bridge Commander modders went into UE4 this year and they made a playable demo in just 2 month Youtube.com or this one: Moddb.com (own engine)
You can either code in c++, Blueprint system in UE 4 or both together and even cook the one into the another, for Blueprints you dont even need to know what coding is.
Not previously familiar with the "Excalibur" but have been following 0 AD for years. Yes, blueprinting is cool, not quite as complete as coding... but it saves sooooo much time, it is a fantastic tool. Wish EaW had blueprinting for the xml files :P