Sirius wrote:Two: C++ is NOT a scripting language, and Blueprint is NOT a language at all, which is a serious deal breaker for me. Three: the UI is still pretty ugly.
But even I have to accept that it's THE best free game engine ever, period. There is a reason Cyan and a lot of other people work with it.
Sirius wrote:In the end, either you pick Plasma and you have built-in networking BUT it's a pain to use, or you pick another engine which is much easier to work with BUT have no multiplayer... In either case, people will enjoy exploring what you create.
Sirius wrote:I hate C++. I like that it runs fast, yes, but writing and troubleshooting it is slooooow, and interoperability with other languages is a nightmare
Korovev wrote:Speaking of which, is there any plan to import some of the already released ages on Gehn? I suppose the main hurdle, besides the actual conversion, would be to get in contact with the creators.
Tsar Hoikas wrote:As you know, I implemented the logic node system in Korman, largely based off a suggestion from Deledrius. The goal there was to expose something that allows age authors to use some of the more interesting internal Plasma features without exposing all of the gritty details thereof. When I started using Unreal's blueprints, I was instantly enlightened. This was exactly what I wanted Korman's logic nodes to be and more. It also carried the same pitfall--you had to understand some of Unreal's inner workings for it to be useful. It does a appear to be a very thin layer over the C++ API.
Tsar Hoikas wrote:As you know, I implemented the logic node system in Korman [...]
Tsar Hoikas wrote:This was probably true several years ago. However, in Unreal 4.22, multiplayer is very much a core feature.
Tsar Hoikas wrote:It works very well with VC++2019 and its built-in CMake support. Writing C++ gets faster and easier as you practice with it.
Aloys wrote:Finding a good balance with specialized tools that works great but are limited, and general purpose tools that do much more bur are also more confusing to use is difficult.
Chuckles58 wrote:And yet there may be more folk like me that would like to learn Age Building, but have the same Busy Life situation. I would hope this community can hang in there. During Mysterium, Rand mentioned that he really loves Uru.
Tweek wrote:There is, my 3D skills were zilch until I just started doing it.
Lehnah wrote:Chuckles58 wrote:And yet there may be more folk like me that would like to learn Age Building, but have the same Busy Life situation. I would hope this community can hang in there. During Mysterium, Rand mentioned that he really loves Uru.
This! I'd LOVE to create Ages, but unfortunately my experience with any kind of digital 3D creation is zilch. If there was a way to learn that I'd have a go, but I've no idea where to even start.
Sirius wrote:Tweek wrote:There is, my 3D skills were zilch until I just started doing it.
True, we all start from zero. But it's more a question of available time and dedication, IMHO. It's extremely hard to learn something completely new after a full workday.
But I agree whoever wants to build Ages should just get started whenever they feel like it, and focus on the fun parts of Age building. An Age doesn't need perfect visuals or complex puzzles to be good. Unless you're looking to be a professional 3D artist, but that's another story.
Sirius wrote:I'd love an MMOG based on the Uru universe, where the gameplay loop revolves around the idea of exploring other player's Ages to gather "knowledge", then build your own Age using a simple editor, let other people explore it, and so on. I think this would suit a lot of Myst fans, and provide a nearly unlimited amount of fan Ages.
Of course, creating such a game would definitely not be trivial, but I've given it a lot of thought over time.
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