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    #91
    I would also like to see packs released when they are ready. No real benefit to waiting that I can see.
    Spline-Enabled Fence Pack - "Great pack, huge time-saver, top quality and enough variety to really make the assets unique." -Dark Acre Jack
    Destructible Road Signs - "Seriously awesome. Single blueprint for pretty much all the road signs you'll ever need." -thankstipscom
    Zipline/Teleporter/JumpPad - "This is a very flexible system for any project, and really simple to implement." -lunyBunny
    Wooden Storage Pack - "Very good high quality assets and well worth it." -Deathweave
    Digital Portfolio

    Comment


      #92
      Originally posted by Jon Jones View Post
      how does everyone feel about the number of packs we release each week? Not enough, too many, just right?
      Not nearly enough! ...

      Its frustratingly slow to get stuff, so much so that I've moved on to other projects meantime. There's Epic's QA, then there's the real Quality-Control that happens when the assets are actively used in various projects. Feedback from other developers is vital... Here's a great example :-

      Originally posted by Alaan View Post
      ...I could not utilize the foliage assets from the Urban City, Race Track, and Country Side next to each other even though they were made by the same producer...
      https://forums.unrealengine.com/show...l=1#post247102
      Last edited by ClavosTech; 03-20-2015, 04:30 AM.

      Comment


        #93
        Question:

        When porting a game, is it true that UDK assets cannot be used in UE4?

        (static meshes / materials etc)
        Last edited by ClavosTech; 03-19-2015, 10:50 PM.

        Comment


          #94
          Originally posted by Jon Jones View Post
          Small victory of the day: We have the next 3 weeks of Marketplace content releases QA'ed, staged, and ready to publish. That's the most we've had lined up and ready to go so far, and we're going to keep doing better! We're getting to the point now where we could potentially start having content releases built around a central theme, which I've been curious to start experimenting with.

          A question for all of you: Now that we're able to get the releases queued up this far out and we're minimizing last-minute additions or delays, how does everyone feel about the number of packs we release each week? Not enough, too many, just right?
          I would like to see more.

          Comment


            #95
            Originally posted by Jon Jones View Post
            how does everyone feel about the number of packs we release each week? Not enough, too many, just right?
            I think up to double the current amount, but not more than that. Somewhere in between would be nice.

            Or you can go with your theme idea and just make the next theme be "stuff Zooch needs". Feel free to PM me for the list!

            Comment


              #96
              Personally I think if it's done it should be released. That way consumers get access to it right away, and sellers can get their revenue and sales numbers quicker which helps them to determine whether it's worth doing a follow up pack. So the more the merrier, if it's done I say why not release them? Just my perspective on the matter. =)

              Simulacrum Game | Play The Alpha | Caldera Entertainment | Twitter | ArtStation

              Comment


                #97
                Originally posted by SE_JonF View Post
                Personally I think if it's done it should be released. That way consumers get access to it right away, and sellers can get their revenue and sales numbers quicker which helps them to determine whether it's worth doing a follow up pack. So the more the merrier, if it's done I say why not release them? Just my perspective on the matter. =)
                Agree, would love to see it done this way.

                Comment


                  #98
                  Dotcam also had a great idea, publish the blog on Friday perhaps and let it recap all of the releases of that week.

                  Simulacrum Game | Play The Alpha | Caldera Entertainment | Twitter | ArtStation

                  Comment


                    #99
                    Hi,

                    would like to chime in with the others; Dont restrict the new Contents to a specific number, but just publish them when they are ready and make a Blog/Forums post "new content this week". Not only the content would come in without delay, but it would feel like there's more content coming with small updates with 1-2 assets each day instead of big ones with 5-10 per week.

                    Cheers,
                    Indy
                    FinalCamera on Marketplace / Web Demo
                    TopDown Toolkit on Marketplace / Web Demo

                    Comment


                      Awesome feedback, everybody. Thanks! I'll start pushing for more content to be released, then. We've started an internal discussion about how much we can realistically process and release and how often, and find the best way to do it.

                      Since Epic's a fan of transparency, I'll lay out the two biggest reasons that we've been cautious about how much content we release:
                      1. Guaranteeing we're spending enough time on internal QA and not rushing things for the sake of a release that looks bigger,
                      2. Publishing a release is actually a very manual and time-consuming process right now. We're still working on this, but there is a *LOT* to it, and we've been trying to make the process better and easier to predict.


                      Fortunately, since we QA things before they make it to the public Trello, we have a LOT more time to test and fix problems and plan releases. I'll talk to the team and find out what we can safely and responsibly handle, and update here when I know more.

                      Since this feedback has been great, I have some other questions for you guys and girls:
                      1. When I make the big blog post writeups about each release that week, is this actually interesting or helpful to anyone?
                      2. What's the first place you actually find out about new releases? Is it the blog post, the forum, or do you just log into the Marketplace and see the 'NEW' labeled items?
                      3. Would a Marketplace Twitter account be interesting?


                      I'd love to hear what you think! This is good stuff and it really helps us, so please, keep it coming.
                      -jon [ web: www.jonjones.com | twitter: @jonjones ]

                      Comment


                        Asesome Jon! Loving the transparency and openness to feedback. =)

                        1. I enjoy them, it's definitely interesting so keep doing them.

                        2. Blog generally, sometimes marketplace though if I happen to start the launcher before my browser. But I usually still read the blog posts. Not everyone posts their marketplace content on the forums so I don't usually seek that information here.

                        3. I guess it depends on its purpose. If its to announce releases and such it may be redundant? But then again you may be able to reach a wider audience than with the blog alone so it could be beneficial. Especially when spotlighting content or announcing sales. It certainly wouldn't hurt. =)

                        I think in general more exposure for the marketplace is a good thing. So twitter could be an integral part of expanding our (community) reach.

                        Simulacrum Game | Play The Alpha | Caldera Entertainment | Twitter | ArtStation

                        Comment


                          Originally posted by Jon Jones View Post
                          When I make the big blog post writeups about each release that week, is this actually interesting or helpful to anyone?
                          I really like them and it's my major "connection" with Marketplace information. However I don't like that pictures and text placed in different locations - I prefer when they are in same place. If I interested in picture - I definitely will read the text, but now I have to start reading text to understand what exactly you're going to talk about. I hope I'm not sound like super lazy school kiddo
                          Quick potato-quality-pic to illustrate:

                          Originally posted by Jon Jones View Post
                          What's the first place you actually find out about new releases? Is it the blog post, the forum, or do you just log into the Marketplace and see the 'NEW' labeled items?
                          Blog post is getting my attention, so it is the main resource for me to find out what's new. At the top list in Marketplace usually either good stuff or discount, so to find new items here you have to scroll reeeeally long time.
                          Originally posted by Jon Jones View Post
                          Would a Marketplace Twitter account be interesting?
                          I am a twitter user, but not sure I would be interested in this, maybe someone would.
                          SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
                          Level design and prototyping for newbies

                          Comment


                            I usually hear what's newly available either through email (blog) or via the launcher.

                            It doesn't much matter about what's released though, its more about what's available and what isn't. Plus of course the quality of the products. Mainly the issue is that content producers need a bit more of a firm hand on things like working at the correct scale, having good documentation and the like. The easiest way to get me to purchase more stuff, is to make sure the stuff I do purchase actually works (reasonably) easily. So if I have to mess around with something to get it to work, then its less likely I'll take a chance next time.

                            Its stuff like having modular building sets, where the parts are built to a scale where the "default" character feels out of scale that would put me off (as happened with one pack at least). Stuff like collisions not allowing characters to get through doorways and the like.

                            I guess its really a programmer point of view in that sense. I want the art to "just work" when I drop it in. So I want that standardization so that I don't get two packs with complete different scales. Things like weapons and characters should always work together. But things like characters and doorways are another pain point in a lot of circumstances.

                            Its the kind of thing where its not a HARD fix, but it would require an artist I don't have available to do it. (OK, so I do it myself anyway, but I'd rather not waste that time).

                            So the more you can do to ensure consistency and high quality, the better I think the overall marketplace will be viewed. Once people know they are going to get that high quality "ready-to-use" content every time they buy something, I think the confidence will be there to rely on the marketplace a little more.

                            So yeah, its good to get new marketplace releases, but I think the manner of release right now is fine (although I prefer just release it as its approved) and I'd concern myself more with ensuring consistency and interoperability.

                            Comment


                              Originally posted by Jon Jones View Post
                              1. When I make the big blog post writeups about each release that week, is this actually interesting or helpful to anyone?
                              2. What's the first place you actually find out about new releases? Is it the blog post, the forum, or do you just log into the Marketplace and see the 'NEW' labeled items?
                              3. Would a Marketplace Twitter account be interesting?
                              1: I do like the blog posts. Maybe you don't need to go into so much depth? If you keep your current format with a weekly release (which I think should be more often if possible) then the depth is good, but if you are doing a recap I would have a much smaller blurb about the item. Let the pictures and videos sell the content, not your words and opinions on the asset.
                              2: I am at unrealengine.com religiously, so I see the blog post, but also the NEW tags really bring attention in the launcher. I suggest you put the little '1' notification that you have for the library/unreal tournament to include the Marketplace as well. This makes users check and will be the best way to bring attention to new items.
                              3: Meh.
                              Spline-Enabled Fence Pack - "Great pack, huge time-saver, top quality and enough variety to really make the assets unique." -Dark Acre Jack
                              Destructible Road Signs - "Seriously awesome. Single blueprint for pretty much all the road signs you'll ever need." -thankstipscom
                              Zipline/Teleporter/JumpPad - "This is a very flexible system for any project, and really simple to implement." -lunyBunny
                              Wooden Storage Pack - "Very good high quality assets and well worth it." -Deathweave
                              Digital Portfolio

                              Comment


                                Originally posted by Jon Jones View Post
                                Awesome feedback, everybody. Thanks! I'll start pushing for more content to be released, then. We've started an internal discussion about how much we can realistically process and release and how often, and find the best way to do it.

                                Since Epic's a fan of transparency, I'll lay out the two biggest reasons that we've been cautious about how much content we release:
                                1. Guaranteeing we're spending enough time on internal QA and not rushing things for the sake of a release that looks bigger,
                                2. Publishing a release is actually a very manual and time-consuming process right now. We're still working on this, but there is a *LOT* to it, and we've been trying to make the process better and easier to predict.


                                Fortunately, since we QA things before they make it to the public Trello, we have a LOT more time to test and fix problems and plan releases. I'll talk to the team and find out what we can safely and responsibly handle, and update here when I know more.

                                Since this feedback has been great, I have some other questions for you guys and girls:
                                1. When I make the big blog post writeups about each release that week, is this actually interesting or helpful to anyone?
                                2. What's the first place you actually find out about new releases? Is it the blog post, the forum, or do you just log into the Marketplace and see the 'NEW' labeled items?
                                3. Would a Marketplace Twitter account be interesting?


                                I'd love to hear what you think! This is good stuff and it really helps us, so please, keep it coming.


                                Thumbs up for a Marketplace Twitter account.

                                So far I just login to these forums and find out about the updates.

                                Also, someone else mentioned on here a problem with metrics for environment kits.
                                Maybe have a checklist of things to adhere to when creating these kits? Suggestions, so to speak.
                                For example, stair heights, door heights and widths, hallway widths, cover heights etc. Crytek had a good write up on this:

                                http://docs.cryengine.com/display/SD...ment+Reference

                                ^Something like that might make it easier for animators and environment artists to adhere to a more standard way of creating content.
                                [Need game models?] [My latest Drone.]

                                [My UE4 Marketplace]

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