Candescence Posted December 19, 2011 Report Share Posted December 19, 2011 A while back, the CryEngine 3 SDK was released to the public for noncommercial use. However, it really hasn't garnered much interest so far in the Sonic fangaming community, especially since there's nothing like the Sonic GDK for UDK that people can work with. However, the SDK seems to have a rather straightforward and informative manual, and, as of more recent versions of the SDK, it includes a demonstration level, a forest on a coast. It's even better-looking when you actually play it.Sure, it's not Unreal Tournament, but that's not what that fan-game makers are wanting to work with, and the map isn't brown and desaturated as fuck. The Sandbox editor seems quite neat, and it includes a visual scripting system. Or, if flow-graph scripting isn't your thing and you're not afraid to try out actual scripting, the SDK uses what is arguably the best scripting language in the industry, Lua, which I hear is quite easy to learn and use. Any thoughts? Link to comment Share on other sites More sharing options...
Nemox Posted December 19, 2011 Report Share Posted December 19, 2011 Wow, that looks really cool! Any idea how the workflow is compared to Unity? I may port all my stuff over if it's especially good. Link to comment Share on other sites More sharing options...
Streak Thunderstorm Posted December 20, 2011 Report Share Posted December 20, 2011 I posted this the day the engine came out. Link to comment Share on other sites More sharing options...
Candescence Posted December 21, 2011 Author Report Share Posted December 21, 2011 I posted this the day the engine came out. I know. Though, we need a topic on it in the right place and with, well, a lot more info, haha. Link to comment Share on other sites More sharing options...
Chaos-Fusion Posted December 23, 2011 Report Share Posted December 23, 2011 :OMGWTF:My eyes see...such...beauty. Those graphics look 50 times better than any of those other graphics engines that i've seen. Doubt my comp would handle it without blowing up. If anything, fan games using this engine would make the game that Sega and Sonic Team were attempting to create back in 2006. Link to comment Share on other sites More sharing options...
Candescence Posted December 23, 2011 Author Report Share Posted December 23, 2011 Of course, the first step in doing this is for someone to make a Sonic engine for this in LUA. Who would do it, however, is another question entirely. Link to comment Share on other sites More sharing options...
Streak Thunderstorm Posted December 29, 2011 Report Share Posted December 29, 2011 I was already trying that. Its not stable enough for that yet. they need to update CE3. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted December 31, 2011 Report Share Posted December 31, 2011 Stereotyping unreal engine as being brown and desaturated is a bit unfair; that's a stylistic choice on the part of the developers, not a core engine feature. Unreal Engine 3 can do just as well as anything else.We're long past the days of Doom 1 and Quake 1 where developers had 64 or 256 very specific colors to choose from and therefore the majority of those games color palettes was brown and gray. Game engines nowadays can do anything, it's what the developers choose to use the engine for that's the problem. Link to comment Share on other sites More sharing options...
P3DR0 Posted January 3, 2012 Report Share Posted January 3, 2012 Stereotyping unreal engine as being brown and desaturated is a bit unfair; that's a stylistic choice on the part of the developers, not a core engine feature. Unreal Engine 3 can do just as well as anything else.We're long past the days of Doom 1 and Quake 1 where developers had 64 or 256 very specific colors to choose from and therefore the majority of those games color palettes was brown and gray. Game engines nowadays can do anything, it's what the developers choose to use the engine for that's the problem. Couldn't agree more. Not trying to brag or something, but all I got to do on this one was edit some color values and the only thing that really seemed desaturated and brown was the height fog because screwed up on that. :V But basically, if you're just using the UDK's assets or the default post-processing chain, you will get desaturated and brown maps because the assets and the default post process chain WERE designed to be brown and desaturated. That's how EPIC's games are. :V Just saying. Candescence, you should make some researches before saying stuff like that. :3 But this is a CryEngine 3 thread, let's keep that way. :3 Link to comment Share on other sites More sharing options...
Candescence Posted January 4, 2012 Author Report Share Posted January 4, 2012 Guys, I think you misinterpreted my point completely. I didn't mean at all to say that UDK does brown and desaturated games best. I was saying that pretty much nearly all the example maps included in UDK are desaturated and brown, while the CE3 forest example is vibrant - I just like that one map better for that reason. Of course it's all down to artistic choice, thinking otherwise is, well, kinda stupid. Granted, brown and desaturated is generally a stupid artistic choice, but whatever. Link to comment Share on other sites More sharing options...
Streak Thunderstorm Posted January 4, 2012 Report Share Posted January 4, 2012 Brown desaturated levels have their place. Mood is a big part of design, homie. Colors invoke feeling. The lack of color does the same thing. Link to comment Share on other sites More sharing options...
Candescence Posted January 4, 2012 Author Report Share Posted January 4, 2012 Yeah, I know, if done right, they CAN work well. And then sometimes they just make things hard to actually see shit when everything's varying shades of brown. I just personally find environments that are heavily desaturated and/or mostly brown to be incredibly boring most of the time. Link to comment Share on other sites More sharing options...
Recommended Posts