There are many features in common between UDK/Unreal3 andUE4 ... features that were carried-over or replicated. There are some incremental improvements, as well as wholesale replacement of features.
So i thought i would give my top three things that seasoned UDK users might get thrown off by.
The First and perhaps most noticeable change is Scale. unreal and UDK operate on in UU or Unreal Units;
UDK- 1UU = 2cm
UE4-1UU is now equal to 1cm.
This allows maps/levels to be sized more accurately sized, and helps eliminate confusion with modelers when setting the size of props; The gotcha here is that the maximum size of the world is cut down, in UDK it is 10.48km x 10.48km; In UE4 it is 5.24km x 5.24km.
Item two, Assets have been totally revised in UE4; In UDK a collection assets were stored in a package; these packages got large quickly and made for a challenge to Source control. Now in Unreal Engine 4, all assets, regardless of kind(e.g. Texture, material, static mesh, Etc...) are store individually as .uasset files.
Maps in UDK are .udk files and in UE4 they are .umap files.
The Third change i would like to talk about is the importing static meshes and annimations. the actorx, .PSK and .PSA importing process is now defunct, and FBX files are the standard(and only way) to import meshes, animations and skeletons.
Bonus change; The UCX_MESHNAME collision mesh importing functions as it did in UDK with one change, it now allows for multiple collisions meshes per mesh using UCX_MESHNAME_xx, where xx is the number of the collision mesh (e.g. 00, 01, 02)
Now, there are far more things to know, when transitioning from UDK/Unreal3 to Unreal Enginge 4... far to many to list here; however you can find an extensive list on the unreal wiki here
As many of you know we have been building a new Game, dRead, it grew out of CGSociety challenge entry; the Challenge we entered was the Tornado Twins Game challenge.
after months of hard work, and blowing off friends and family we delivered managed to get an entry ready, and scrape in under the wire... well, after weeks of waiting, the results of the contest have just been announced...
you can go here for the full announcement; however I will some it up for you.
despite the time and effort we put in, we did not win; Not we ever cared about the prizes... Because the takeaway is what we learned. In fact this Challenge has helped us produce a prototype, which, after a little cleanup, will be available for public download right here.
Our approach was to be consistent in updates and holistic in design and construction; which I think we did quite well. I encourage any of you who have not checked out our entries to do so; We love feedback of any sort, after all we are making games for Gamers.
link to all of our Submissions
I Would like to take a moment to congratulate our follow participants, and not just those that won. It was a hard fought challenge, and there were some superlative entries... Well done, and I look forward to grappling with you all again soon...
Look for the Beta level Coming soon (before the end of the year).
(Click to go to the Source) Courtesy of http://2359media.com
We here at tall ship studio, have been silent for a bit... and this is mostly because we are now in the throes of finals; Most of us are Students after all. This is not so much an excuse, as an explanation, we have some progress being done but, unfortunately it is less than the glamorous or striking stuff.
One of the things that annoys me the most, is trying to explain, or show progress I have made, to people who are not developers, or to people who don’t really have a reasonable understanding of the project. For instance:
I could work for 15hrs on a single method call, and say: “I spent the day and a half making the descriptor call reflect the database state tables.” And unless you had a good idea what the database schema is, or where the Descriptor call was being used and for what end, that would mean nothing to you.
So what can you do? Since this is not meant as a complaint, this is the next logical question.
The way I see there are a number of options.
1. Just don’t talk to people. Lack of communication is crippling, so this is not a viable option.
2. Explain things in the simplest terms. This can work, if people have some previous knowledge of the project/task… but you have to be wary, this may feel to many people that you are patronizing them, or constantly talking down to them. This can lead to awkward interpersonal relationships, at best.
3. The last option I will discuss is to explain everything and take your time filling in the person you are talking with. As a whole people are intelligent and able to understand what information they are told, assuming they are interested in knowing it, and that it is presented in a reasonable non-condescending way.
So which is best? Well really none of them is best, they all have pluses and minuses… for instance, if people think you are constantly talking down to them they won’t want to work with you… making any chance of advancement go out the window. Or, if you try to explain everything to people, they may avoid you because you take up too much of their time, or they may not listen/ignore what you say; which is really a waste of time for both of you.
Generally, what I do is answer questions they ask. If they ask you a vague question, respond with a more general response… if they ask a very specific question, give them specifics; however in both cases, be observant, if their eyes glaze over it is likely that they got lost along the way. If they look distracted or uninterested, make your answer more concise.
I should probably comment, that I am by no means the most of personable people… nor am I great at dealing with people… I am a nerd, and have been my whole life, so my social skills are questionable at times, so I invite you to voice your opinions if you feel you have a better solution. Comment below, and let us know.
Despite having Issues with my car, being ill, and generally having far too little time to do Everything/Anything; there is actually progress being made on Divine Reign. Today, I have decided to give you all a peek at how the game is shaping up.
The Picture to the left is an actual screen shot... not a mock-up, not a concept, this is actual code that actually runs. Here you can see the intended UI, and several examples of the font faces in action.
Please, bear in mind that this is very much a work in progress; However As you can see, the Main Buttons, and general layout are in place. Some of the art assets are just temporary, and not the final versions (e.g. the Portrait in the lower right, and the parchment background.)
We feel that this is a good direction for the game, but we are certainly interested in your feedback; so, please leave comments/Questions using the boxes below; we would love to hear from you... More Art and Screenshots are forthcoming, look for them in the Coming Weeks.
Tall Ship Team
We bring you new, fun and innovative ways to play.