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Tryst: The Forthcoming Unigine RTS Will Be On Linux

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  • #11
    Originally posted by gutigen View Post
    I still don't get it... Why Unigine doesn't release Unigine SDK with similar license to UDK, Unity3D or Cry Engine. It would be huge boost in linux gaming world which would translate to cash flow for Unigine :/ On the Windows/OSX market they can't compete.
    Is there any problem, FOSS games that need quality engine to use IDTech4? It is open-source and ready for modifications.

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    • #12
      Originally posted by Drago View Post
      Is there any problem, FOSS games that need quality engine to use IDTech4? It is open-source and ready for modifications.
      Yea, I wonder why no one is using it (except propably canceled Prey 2 ofc) :P Linux needs easy to use and powerfull SDK, like UDK. Unigine could be that. But who cares, Unity3D is coming to linux, Source Engine is coming to linux, so Unigine will stay in niche anyway.

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      • #13
        FLOSS don't need engines, it needs actual game editors.


        As for 1c3d0g? He properly read right. If there is only "quality" on the preview pages for games that used the editor and made games with the engine, its easier to persuade users to buy the software for their corporation. On the other hand, a preview SDK would enable some hefty games, which could be quite nice, but it won't add anything in the short term for the corporation behind the SDK.

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        • #14
          Originally posted by del_diablo View Post
          As for 1c3d0g? He properly read right. If there is only "quality" on the preview pages for games that used the editor and made games with the engine, its easier to persuade users to buy the software for their corporation. On the other hand, a preview SDK would enable some hefty games, which could be quite nice, but it won't add anything in the short term for the corporation behind the SDK.
          Tell that to Epic Games

          Also look at udk.com, while there are tons of indie games out there at indiedb or moddb or over the net, epic games choose just some best looking for their showcase. I think that Unigine guys can control their website and make a preview pages with only quality titles trolololo

          Oh and btw, did you know that Counter Strike, Team Fortress and Portal were just mods? How is that possible? Because Valve released their SDK to the public and then hired indie developers to work for them. The worst thing about this is that Unigine claims to support linux while they are doing exactly nothing to promote gaming on linux, cool.
          Last edited by gutigen; 05 July 2012, 03:57 PM.

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          • #15
            Re games using Tech4, I read somewhere that motorsep (the kot-in-action guy) was considering it.

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            • #16
              Plenty of good FOSS and closed source engines out there. We need "developers, developers, developers" who are willing to develop games for Linux, and we need content creators. Scores of them.

              I don't even care if the content creators want to use Windows or Mac tools to create the content. Whatever. As long as it runs on a native Linux engine. Just get it done.

              Linux as a gaming platform is going to have to evolve, it won't become huge overnight.

              Step 1: "A" games. Good quality games with low popularity and not extremely innovative. Winterwolves, HIB, etc. Primarily indie. Development teams numbering less than 10 people total including management, coders, content creators and testers.
              Step 2: "AA" games. Older games ported, or less popular games from corporate studios. Quake series, Doom series, enemy territory, Oil Rush, Heroes of Newerth, Savage 2, etc. Development/content teams numbering on the order of 10 developers and 10 content creators. 4 or 5 testers. Ideally the game should have a sustaining interest; multiplayer helps.
              Step 3: "AAA" games. Evil greedy studios selling for $50 - $70 per license. Development/content teams numbering in the hundreds. 50 internal testers on the payroll. Budget rivaling Hollywood studios. Top of the line. You get the picture.

              Right now we're firmly achieving Step 2, with glimpses of Step 3 thanks to Valve. But we're still a pretty long way away from seeing Mass Effect 4 appear natively for Ubuntu and Fedora.

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              • #17
                Originally posted by allquixotic View Post
                Plenty of good FOSS and closed source engines out there. We need "developers, developers, developers" who are willing to develop games for Linux, and we need content creators. Scores of them.

                I don't even care if the content creators want to use Windows or Mac tools to create the content. Whatever. As long as it runs on a native Linux engine. Just get it done.

                Linux as a gaming platform is going to have to evolve, it won't become huge overnight.

                Step 1: "A" games. Good quality games with low popularity and not extremely innovative. Winterwolves, HIB, etc. Primarily indie. Development teams numbering less than 10 people total including management, coders, content creators and testers.
                Step 2: "AA" games. Older games ported, or less popular games from corporate studios. Quake series, Doom series, enemy territory, Oil Rush, Heroes of Newerth, Savage 2, etc. Development/content teams numbering on the order of 10 developers and 10 content creators. 4 or 5 testers. Ideally the game should have a sustaining interest; multiplayer helps.
                Step 3: "AAA" games. Evil greedy studios selling for $50 - $70 per license. Development/content teams numbering in the hundreds. 50 internal testers on the payroll. Budget rivaling Hollywood studios. Top of the line. You get the picture.

                Right now we're firmly achieving Step 2, with glimpses of Step 3 thanks to Valve. But we're still a pretty long way away from seeing Mass Effect 4 appear natively for Ubuntu and Fedora.
                ? Indie's aren't/can't be innovative? Or popular?

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                • #18
                  Originally posted by KameZero View Post
                  ? Indie's aren't/can't be innovative? Or popular?
                  Not in the ways the big studios mean "innovative" or "popular".

                  "innovative": don't change a single thing except improve graphics and remove complexity / "streamline" the game between releases

                  "popular": people lining up at 6am at Gamestop to wait to get their copy when it goes on sale at midnight. millions sold

                  Indie innovative is something completely different and off the wall that 99% of the people won't like, and the lack of popularity follows naturally from there.

                  Not saying indie games are bad, just that the definitions of innovative and popular change as you shift your focus from tens of thousands of users to millions or possibly billions.

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                  • #19
                    Originally posted by curaga View Post
                    Re games using Tech4, I read somewhere that motorsep (the kot-in-action guy) was considering it.
                    What ever happened to that Linux Game competition Unigine did? Kot-in-action won a license. What's happening there?

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                    • #20
                      Originally posted by prophet5 View Post
                      What ever happened to that Linux Game competition Unigine did? Kot-in-action won a license. What's happening there?
                      Short: Nothing.

                      Long:
                      Note:  This blog post outlines upcoming changes to Google Currents for Workspace users. For information on the previous deprecation of Googl...

                      Note:  This blog post outlines upcoming changes to Google Currents for Workspace users. For information on the previous deprecation of Googl...



                      Also Unigine said something about an mod-sdk for Oil Rush.
                      It was mentioned on their pages. Now everything is gone:



                      Lonely thread with no news:
                      Oil Rush - Oil Rush is a naval strategy game that takes place in a world where nuclear war has melted the ice caps, changing the face of the planet forever. Oil Rush offers unique gameplay, avoiding micromanagement of every single unit, while still providing full control over all important aspects of strategy and economy.Capture, upgrade, and defend floating production platforms and oil rigs. Discover new technologies and send squads of naval and air units into the battle!Key Features:State-of-the-art visuals powered by UNIGINE engineDynamic and fun gameplay – furious enemies, massive battles, rampant attacks!16 missions of single-player campaign, from the half-flooded jungles to northern seas15 maps for multiplayer battles, each with multiple winning strategiesMultiplayer over LAN and Internet



                      Maybe in some distant future ?

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