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The limits of UDK

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    The limits of UDK

    Hey guys. I'm looking to begin a personal project in UDK. I've chosen UDK over UE4 after looking around since it seems easier to learn unrealscript over C++ and my game isn't gonna be particularly demanding, more like a game from the ps1-ps2 era. Plus it's never going to be released, it's just for my own fun.

    But I am wondering if not being able to access the source code is a big limitation in UDK? Keep in mind right now I know absolutely zero about programming and I am uneducated on this topic atm.

    For example, could a game like Final Fantasy XII be replicated in UDK? From the graphic style to the gameplay. I mean theoretically, I know it's not feasible for a single person to make that kind of game in any engine. Or is not having access to the source code a real negative?

    #2
    There is a LOT you can do in UDK. And 99% of the time, not having access to the source code isn't a big deal. Especially for a beginner, not having access to the source code isn't a problem.

    But I would still encourage you to use UE4 instead. It's not actually that much harder to learn than UDK. The skills you learn in UE4 will be applicable elsewhere. It'll be easier for you to find help if you have any questions. And you can get ready-to-use assets from the UE4 Marketplace.

    It's totally your decision, but I recommend UE4.

    As for whether FFXII could be made in UDK, the answer is yes. Absolutely. The whole game. But if you were a complete pro, who already knew everything about UDK, and you didn't have to make any custom assets and could just import everything you need, then it would still take years to make.
    Check out Himeko Sutori, the upcoming tactical RPG where you control armies of over 100 unique characters.

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      #3
      UE4's Blueprint is much closer to Unrealscript in terms of scope, usage and exposed features. even if C++ feels closer to US because it's "writing code" - so you might want to draw your comparison between US and BP instead of C++
      BP will be easier to learn and it's much faster to iterate. plus you'll find a lot more resources to learn from. the downside is that a lot of learning content were made for earlier versions and the engine has changed so you'll often find tutorials that no longer work the same but it's not a big deal to adapt.

      while UDK is a tried and tested "final" engine where the questions have been asked and answered, once you find a problem with no apparent solution you're basically stuck with this very basically-dead forum and zero support from Epic.
      another big point is the GUI technology - scaleform (with Flash) is a complex and cumbersome thing, and for a game like yours you'll have to learn to code in ActionScript. Setting up a functional GUI in UDK is a thing of weeks/months while in UE4 it's a matter of days
      lastly, UE4's free assets and marketplace will allow you to skip a lot of corners. as a one-man team making everything yourself will most likely drive you to abandoning the project (unless you're as stubborn as us fellows in this UDK sub-forum)

      so my advice is also to go with UE4. the technology, tools, resources and support are simply better.
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