It would be foolish of them to throw away even part of the work they've put into the engine after all these years. It's theirs to use, no licensing fees, and they're all already familiar with developing it. It's only the armchair developers on the forums who think that buying a professional engine will take all the hard work out of making a game that performs well.
I could see them switching to something like Unity for future games due to its large cross-platform support.
Hehe - Just as a point of interest, NS2 cost ~$2.8 million to make. IF there ever was an NS3 you can bet the budget would probably at least match that, though over the past year UWE has become much more efficient and fast at 'making stuff.'
The moneyz, they burn!
I always wondered about the actual numbers... Thanks for this one.
The ancient terratools / microsoft game Urban Assault might provide a good starting point for NS3.
Btw: the left building, 3rd row, 2nd window from the left is where i live.
It would be foolish of them to throw away even part of the work they've put into the engine after all these years. It's theirs to use, no licensing fees, and they're all already familiar with developing it. It's only the armchair developers on the forums who think that buying a professional engine will take all the hard work out of making a game that performs well.
Spark engine is written in C++, NS2 is written in Lua, you guys here keep mixing these two things.
Yes, and a great deal of work has gone into integrating the two. If they dropped Lua and just hard-coded their next game into C++ they would be throwing away one of the founding principles of their engine.
I'm hoping that their next game will be just as unique as NS2. NS2's FPS/RTS combo is pretty much the game idea where you say "duh, why haven't other people been making games like this?" after looking at it.
Personally, I think single player games are mostly dull derivatives, especially in recent times. Most of the interesting games to me have been multiplayer (such as DayZ, the Hidden, TF2, etc). Perhaps UWE could pull off a single player game if they had a good writer and a good yarn to spin.
Safe bet would be that UWE may work on another unique multiplayer game. Perhaps something like a first person arena shooter with wizards and spell casting (First Person Magicka, anyone?). Or maybe an interesting cooperative experience: you and a few friends work together as engineers to keep a starship functional (let's call this one Star Tech).
I'm hoping that their next game will be just as unique as NS2. NS2's FPS/RTS combo is pretty much the game idea where you say "duh, why haven't other people been making games like this?" after looking at it.
Personally, I think single player games are mostly dull derivatives, especially in recent times. Most of the interesting games to me have been multiplayer (such as DayZ, the Hidden, TF2, etc). Perhaps UWE could pull off a single player game if they had a good writer and a good yarn to spin.
Safe bet would be that UWE may work on another unique multiplayer game. Perhaps something like a first person arena shooter with wizards and spell casting (First Person Magicka, anyone?). Or maybe an interesting cooperative experience: you and a few friends work together as engineers to keep a starship functional (let's call this one Star Tech).
Have you considered the "Game Director" badge?
holyshitsholyshitholyshitangsanhb nljpgm.sdabnkgnksnbk
Fundraiser for squishpoke's 8k anyone?
It would be foolish of them to throw away even part of the work they've put into the engine after all these years. It's theirs to use, no licensing fees, and they're all already familiar with developing it. It's only the armchair developers on the forums who think that buying a professional engine will take all the hard work out of making a game that performs well.
Spark engine is written in C++, NS2 is written in Lua, you guys here keep mixing these two things.
Yes, and a great deal of work has gone into integrating the two. If they dropped Lua and just hard-coded their next game into C++ they would be throwing away one of the founding principles of their engine.
I do not know why people think that if the game was all in c++ it would not be moddable. Look at all the mods out in source for things like MM and SM and keep in mind that source is not LUA but C++. Shit pawn itself is basically little C.
I do not know why people think that if the game was all in c++ it would not be moddable. Look at all the mods out in source for things like MM and SM and keep in mind that source is not LUA but C++. Shit pawn itself is basically little C.
Modding on the fly afaik is much easier in lua, you could change maps and twenty things could have updated in the process
honestly if lua supported multi-threading properly it wouldn't be an issue
good to hear uwe is thinking about their next game, ns2 is what you call "feature complete", "just" code cleaning and bug fixing needed.(and sabot)
with the awesome spark engine i guess the new game can be ready next summer if models, maps, props and sounds get done in time.
and whatever game it is, it´ll run on unix and mac from day 1.
im allready excited!
It would be foolish of them to throw away even part of the work they've put into the engine after all these years. It's theirs to use, no licensing fees, and they're all already familiar with developing it. It's only the armchair developers on the forums who think that buying a professional engine will take all the hard work out of making a game that performs well.
I could see them switching to something like Unity for future games due to its large cross-platform support.
I would hope they do not. Spark seems to actually seem much more interesting from a design point of view than Unity.
Instead of new game i would like to see some new big separate dlc for ns2. Dlc might contain new maps, implemented integration with environment (like weldable doors, elevators, brakable glass), maybe some personalization to fit gameplay style (non linear paths of evolution/upgrades, skins), new weapons or upgrades, some utilities (new key bindings, more friendly comms interface). I would buy it without even thinking, but the problem is that you cant add content or change game and want money from players to continue playing because of new content ...
I'd like to see UWE make a multiplayer Tower Defense game that also has a ranking system/leaderboards/matchmaking and where there are also other players on the other side controlling the AI NPC's, where they can also control an NPC and try to break through the defense.
I don't know why, but I'm really into tower defense games lately, but there are very few that have multiplayer and NONE that have players on the other side with the AI NPC's trying to break through the defense.
Comments
I always wondered about the actual numbers... Thanks for this one.
Yes, and a great deal of work has gone into integrating the two. If they dropped Lua and just hard-coded their next game into C++ they would be throwing away one of the founding principles of their engine.
holyshitsholyshitholyshitangsanhb nljpgm.sdabnkgnksnbk
Fundraiser for squishpoke's 8k anyone?
Modding on the fly afaik is much easier in lua, you could change maps and twenty things could have updated in the process
honestly if lua supported multi-threading properly it wouldn't be an issue
with the awesome spark engine i guess the new game can be ready next summer if models, maps, props and sounds get done in time.
and whatever game it is, it´ll run on unix and mac from day 1.
im allready excited!
I would hope they do not. Spark seems to actually seem much more interesting from a design point of view than Unity.
I don't know why, but I'm really into tower defense games lately, but there are very few that have multiplayer and NONE that have players on the other side with the AI NPC's trying to break through the defense.