Unreal Development Kit Released for consumers for free

L0sther0

CAGiversary!
Epic Games Just released its development kit for free to the public. You have to pay them money if you want to create a game that you wan to sell (if you want to make a game and give it away that's ok)

Link to story and some Videos about the Development Kit
HERE

Link to the Kit Down Load
 
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I've been trying some of the UDK games, like The Ball and Prometheus. They have promise, but are missing an addictive, fun element.
 
Im trying to create my own game. But i have no idea what im doing with some of the tools. I have created an Unreal tournament map with it as well as some trees with speed tree but as far as creating my own game, nope. I would like to work with anyone who is working on a game.
 
[quote name='vherub']I've been trying some of the UDK games, like The Ball and Prometheus. They have promise, but are missing an addictive, fun element.[/QUOTE]

They're just UT3 mods, man. :/
 
[quote name='CoffeeEdge']They're just UT3 mods, man. :/[/QUOTE]

Well, that's actually the big news about this UDK release. For starters, it doesn't use the same engine that is used in UT3. It provides the very latest and greatest version of the Unreal 3 Engine, with features and tools that aren't available with UT3.

But the biggest feature of UDK is that it allows you to make your own games, using the Unreal 3 Engine. These games can then be played by anyone that you distribute them to, whether they own UT3 or not. It allows you to make stand-alone titles using the Unreal 3 Engine, not just UT3 mods.

This is a large reason why this release has been so significant to indie developers, and the mod community. Mods and games produced using the UDK are independent of any pre-existing titles.
 
[quote name='Richard Kain']Well, that's actually the big news about this UDK release. For starters, it doesn't use the same engine that is used in UT3. It provides the very latest and greatest version of the Unreal 3 Engine, with features and tools that aren't available with UT3.[/quote]
What I mean is that those two examples are UT3 mods that only just hastily switched to the UDK platform.

But the biggest feature of UDK is that it allows you to make your own games, using the Unreal 3 Engine. These games can then be played by anyone that you distribute them to, whether they own UT3 or not. It allows you to make stand-alone titles using the Unreal 3 Engine, not just UT3 mods.

This is a large reason why this release has been so significant to indie developers, and the mod community. Mods and games produced using the UDK are independent of any pre-existing titles.
Look I'm a professional Unreal developer, you don't need to explain it to me. :/
 
[quote name='CoffeeEdge'] Look I'm a professional Unreal developer, you don't need to explain it to me. :/[/QUOTE]

I didn't know man. I'm just a little stoked about all the tools that have been recently released to help / encourage indie developers. Forgive my innocent enthusiasm.

As a professional Unreal developer, what is your take on the UDK? Do you think it will encourage more indie development, or is the Unreal 3 toolset going to scare off smaller studios with its complexity and feature set? Is the UDK flexible enough to allow smaller developers to utilize it in ways that Epic did not originally intend. (flexibility in scripting and gameplay potential, flexibility in different graphical approaches / styles, etc...)
 
[quote name='Richard Kain']As a professional Unreal developer, what is your take on the UDK? Do you think it will encourage more indie development, or is the Unreal 3 toolset going to scare off smaller studios with its complexity and feature set?[/quote]
Well, here's the thing about UDK. It is not the same as a "real" full-featured traditional UE3 license, which, to note, usually goes for about $700,000. It's something closer to a "standalone mod" license. You don't have the real control over the engine or source code like you would with a regular license; you're relegated to using UnrealScript, so you can't get as deep into the inner workings.

That said, you really can make an original game with this. The main benefit is that you can build your game (with the sacrifice of having to work within quite a bit more limitations than you would if you had a "real" UE3 license) without paying any money up-front for the toolkit or licensing costs (cause raising $700,000 ain't easy). And from there, you really can go on sell your game, with only a $99 fee up-front (though you'll have to come to terms with owing Epic 25% of all your revenue from your game past $5,000).

Is the UDK flexible enough to allow smaller developers to utilize it in ways that Epic did not originally intend. (flexibility in scripting and gameplay potential, flexibility in different graphical approaches / styles, etc...)
Yeah, even to a slightly further degree than a normal UT3 mod, but again, not as much as you could if you had a full traditional UE3 license.
 
[quote name='CoffeeEdge'](cause raising $700,000 ain't easy). And from there, you really can go on sell your game, with only a $99 fee up-front (though you'll have to come to terms with owing Epic 25% of all your revenue from your game past $5,000).[/QUOTE]

Whoooo, man, aint that the truth. Johnathen Blow had to spend $180,000 developing Braid. $700,000 large is several times that.

From everything I've heard, it seems that the power of UnrealScript and Kismet is enough to allow for most basic game mechanics. Like you said, you don't get the full access that a full liscence would provide. But for less intense development, it would seem UDK can suffice.

I think the biggest barrier to using UDK is actually the current lack of multi-platform support. One of the advantages of the Unreal 3 engine for full commercial projects is developing for multiple high-end platforms with the same engine. But the UDK is Windows-only for the time being. So if you want to sell a game you make with it, your only real options are to get a major label to publish it, or go through digital distribution...

...but now that I think about it, most indie developers would be limited to those distribution channels anyway...hmmmm...

I suppose the only real platform deficiency is that the UDK does not currently support development for XNA Creators club. Opening the UDK up to that would be nice.
 
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