Game Development Community

The New Magic Word

by Brett Seyler · 11/12/2009 (4:02 pm) · 289 comments

68.233.5.139/~transfer/brett/oprah-1.pngLast week, Epic Games made a pretty big splash announcing the "UDK" or Unreal Development Kit. UDK is based on the *very expensive* Unreal Engine 3, the most dominant game engine in the big budget console games space. There's been a lot of hyperbolic talk about how this is an "end of days" development for Torque and our friendly Copenhagen competitors, Unity. I want to take a while here to talk about what I think this means for Torque and where we fit in the competitive landscape.

When the announcement showed up, of course I immediately wanted to dig in and find out what was up. I took some time and looked at the license on the UDK site. Many people here downloaded the UDK to play around with it and see what was what. It turns out that the UDK is basically an up to date set of editors for Unreal Engine 3. There's no source code provided. Instead, as with modding, you can do scripting with Epic's Unrealscript. You can package your project for Windows only. There are docs online, but otherwise no dedicated support. So let's be clear. This is NOT Unreal Engine 3. That would kill a huge source of revenue (supported, source code licensing for PC and consoles) for Epic. It *is* a well-tested, rich set of editors for making stuff based on UE3 games or projects.

What's the license like for this? Well, Epic is slapping up the word FREE everywhere and who doesn't love something for FREE right? It's a magic word. The UDK website grants you (for free) a license to make non-commercial works. If you want to make money, or benefit indirectly somehow from using the UDK (think making a demo to advertise or sell something else or a company who wants to train employees with a simulation), you have to pay. The terms of making something commercial with the UDK are actually a bit murky because Epic does not post the license on their site or allow you to purchase a commercial license on thier site. Instead, they give you an email address to hit up and describe the terms of the license structure.

Option A: You benefit (somehow) from using and distributing UDK projects, but there's no revenue. You can pay $2500 / seat annually for this use of the UDK.

Option B: You sell, advertise on, or somehow directly or indirectly, generate revenue from a project made with UDK. You pay $99 up front and you give up 25% of all revenues exceeding $5000 on that project.

68.233.5.139/~transfer/brett/ut3.pngPretty straightforward options! It would be nice to see the license, but assuming it's reasonable, sounds like a pretty fair deal. So what's the catch? How does Epic make money from this? They don't. Not really. This is a loss leader and an evangelism play and it really doesn't cost them much of anything to do. For years you've been able to spend $60 on Unreal Tournament, Gears of War, or other Unreal titles and use the provided editors to modify the game. You can do a lot with mods and people have created really cool stuff. Epic never monetized this practice before. Instead, they used it as a way to create longer tail sales for their games and to recruit new talent from the modder community. By offering the "UDK," Epic is taking the next step by letting people distribute Unreal mods without requiring ownership of the modded Unreal game.

In addition to formalizing what they've always done with the mod communities built around Unreal, Epic is likely to heavily monetize the inevitable step from UDK --> UE3. This is no small step and it will cost small teams as much as Epic can wring out of them, in addition to the 25% royalties they are already on the hook for. My guess is that it will be case by case, but it's guaranteed that most teams will run into barriers not having access to the engine source, just as they do with other binary-only engines.


I'm not going to dismiss this move by Epic. It matters. Here's why...


#1: It's Epic (no pun intended). They are an absolute behemoth in the games industry. They've absolutely demolished all competitors in the AAA console engine space for the last 5 years, essentially since EA acquired Criterion, makers of Renderware, and stopped licensing it to 3rd parties. They have an established business selling very expensive (think 6-7 figures, depending on the royalty rate) licenses for big budget console games and now, they've decided they want indies, amateurs, and hobbyists to use their product too. That's a pretty decent market disturbance.

#2: It's validation. When I wrote about the hyper-competitive, well-served big budget AAA space while discussing the pricing and licensing of Torque 3D back in January, I noted that the AAA middleware market hasn't grown much in the last decade and it continues to be a pretty fixed size market. At the same time, the space Torque and Unity occupy (better accessibility and opportunity via lower licensing costs and more attractive platforms) has grown tremendously. This community here grows by hundreds of users every week. A larger portion of the games industry as a whole is moving away from stagnant AAA console games and targeting super-fast growing platforms like the iPhone, Facebook, and yes, even just regular PC online games. Clearly Epic must see something they like in these markets. They missed the boat on the Wii and they are probably struggling to maintain (let alone grow) revenues in the AAA console space. I'm not sure if this will be a long-lasting commitment on Epic's part, or simply a way to maximize the value of their current tech while the new stuff (UE4) is what they're going to start pushing to high-end clients, right around the corner. Regardless, validation is nice.

#3: Now everyone can see behind the "AAA" curtain. We've been telling you for years that Torque is top-notch technology. We've said "it's documented up to, and in many cases well beyond the industry standard." Without being able to look at engines like Unreal, that's been a hard claim for you guys to verify. Now you can. Have a look at UDK. Look at the tools. Look at the docs. Test out the support. We think you'll find that Torque 3D stacks up very well in comparison, and all without the licensing burden of big royalties or high-cost access to source. Putting aside source though, it's worth answering the question:

What does Torque currently do better than Unreal?


Rendering - Torque is the first affordable engine with a deferred renderer. You have real-time dynamic lighting and shadows. You can have thousands of dynamic point lights in a scene at almost no hit to performance. You can't do this in Unreal. Torque's Light Pre-pass rendering is the standard for the current era of hardware. CryEngine uses it as do many of the best looking games on the market.

static.garagegames.com/static/pg/productpages/torque-3d/overview_1.jpg

Contrast this with Unreal, which uses a years old forward renderer that does not allow for global dynamic lighting or shadows. In fact, UE3 does not support more than one dynamic light casting shadows on the same object. It will switch shadows automatically to the nearest light. A directional light will allways switch off any light's shadows. With Unreal, all global illumination is baked. Everything you can do in Unreal, you can do with pureLIGHT in Torque 3D, but with Torque, you can combine dynamic global lighting and shadows with beautfully baked static lightmaps that give you realtime iterative results, not an hours long, black box baking process. Looking ahead, we'll probably be the first affordable engine with DX11 support, and I doubt you're going to see that from Unreal until UE4, likely a couple years away from public licensing, at least.

Terrain (editing AND fidelity) - Definitely test out the UDK terrain editors next to Torque 3D's. The UDK terrain tools are several generations behind us. In Torque 3D, you get much nicer terrain fidelity as well. It takes the right artwork to show this (which you'll see with Pacific Demo here in a few weeks), but the advantage for Torque is clear.

high-fi-terrain-880


Networking - Out of the box, Torque 3D will do things that you'll never get UDK to do without source code access and a LOT of work. It's as simple as that.

Platform support - Capable deployment to OSX machines is increasing a very important component to success for small teams. Torque 3D offers a path to every major platform out there (Windows, Mac, Web, Wii, Xbox 360, iPhone, with PS3 and PSP in the works).

static.garagegames.com/static/pg/productpages/torque-3d/overview_5.jpg

static.garagegames.com/static/pg/productpages/torque-3d/worldeditor_2.jpgSpecial purpose tools. - The road and river tools are just the beginning, but there's a lot more coming in 1.1 and 1.2 that you haven't seen before and which you definitely won't find in UDK.

Community resources, add-ons, and extensions. This is such a talent-rich and generous community. We do our very best not to take your contributions for granted. Rather, a major focus, particularly on this website in the next year, will be adding features that make the surfacing, sharing, and vetting of community resources and project much easier and much more powerful. There's really a lot we can do here and you're going to see constant improvement.


Now, UDK has some things not currently in Torque in it's favor as well. Nice features like nav meshes for AI, improved animation tools, etc. are all on our roadmap, but not yet in Torque 3D, so we've still got plenty of work ahead of us to keep up and stay competitive.

We want to take Torque much further, allowing developers to unlock opportunities on the best emerging platforms. That's going to take continued work and investment in the product by us, but we run a pretty lean operation, we reinvest nearly every dollar you spend with us back into product development, and we are moving *super* fast.

'FREE' might just be the new SSAO


We realize that staying ahead of the curve on technology is just part of the equation. The licensing model we choose is important and we're paying attention to all this FREE stuff as much as the rest of you. We want to offer something at a very accessible price, or perhaps for FREE as a good entry to learning and using Torque 3D. Currently, our free option is a demo, limited by the number of objects you can place in your scene. This obviously isn't useful to create an entire game, but it does give you a good feel for what Torque 3D's tool set can do, given that it's not feature limited in any way other than not including the source code.

By comparison, UDK also gives you everything for free, no features limited by the free version other than the source code, but you cannot use it to make anything commercial without payment. The cost, at minimum, is $99 + 25% of your revenues (after $5k total). Unity strips a great deal of their features out of their free version. These can drastically handicap development for some teams, but there's no reason why you couldn't finish some games with it either. The license is liberal, so it's a good stepping stone to make your first game, solo, if you're willing to live with some of the feature limitations.


68.233.5.139/~transfer/brett/torque-free_compare.png


So where does Torque 3D fit in all of this? Our "Professional" version, which includes source code, access to beta builds, private forums, etc is just $1000 / seat. We don't currently have an option between this and our free demo, but we want one. I think the recent developments by Unity and Epic and all the new developers trying their hand at 3D games warrants a low-priced option for Torque 3D, as well.

At the end of September, when we released Torque 3D 1.0, I included a poll contemplating an full-featured, binary-only version of Torque 3D to go for $500 / seat. Though the results were overwhelmingly in favor of this option, I think we can do better. In the past, I've been really happy with the feedback you've given us making decisions like this, so I want to enlist your help again.

What should we do?
What would you be happy with?
What do you think would be best for the community the future of the product?
Do we want a more elite, experienced community of programmers here?
Do we want to create a more balanced mix of great artists too?

I have my instincts on these questions, and we've discussed them a great deal internally, but I've always come back to this community as one of the big reasons to choose Torque for a new developer. It's one of kind and I want to keep it together and help it grow as much as possible. That won't happen if we don't have a competitive offering in Torque. This means we need enough income to feed the developers and keep the product blazing ahead full speed. But at the same time, if every new beginner cuts their teeth on UDK or Unity because they have viable free option and Torque doesn't, well, I don't like the position that puts us in for the long run either.

So please, let us know what you think! I promise I'll listen and weigh all feedback carefully. I hope to make a decision on this by the end of the month, so let fly with the suggestions and opinions. It's all welcome.

About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

#181
11/16/2009 (3:48 pm)
@Matt, Marcus, Black Tengu: Good points. I actually think I'm starting to lean towards giving UDK a try. Their scripting sounds amazing, and I've been excited about the amount of tutorials I've seen popping up.

And let's face it, GG isn't going to budge on the pro version price, and honestly the sourceless version is going to be useless. As with past versions there was no melee, and you couldn't even change the color of the health bar without editing the source. Without source with Torque you're just a modder it seems, but maybe T3D has changed that.

Either way I'm goign to give GG til the end of the month perhaps to see what they do before I throw in the towel after 5 years.
#182
11/16/2009 (3:55 pm)
@Joshua - Yeah, I normally hate using all caps. The only reason why I did is to get people's attention. I don't want people reading Brett's blog to think that what he said is actually true. So I do apologize for the all caps. And yes, I am happy with UDK and I do visit GGs about once a week and just found this blog by Brett.

@Rich - Torque is almost useless without the source. On a side note, look at the massive amounts of total conversion mods that have been made using Unreal 3. You can get a way with just using scripts for most peoples purposes. Give it a shot, there are a lot more learning resources for using Unreal3 than Torque3D. Check out:

www.3dbuzz.com
www.eat3d.com
#183
11/16/2009 (3:55 pm)
@Rich: While they have exposed some more options to the console, your assessment is probably correct. Question is how much will you be able to go away from a FPS using the UDK as well. There are still a lot of questions and I am sure some people will fail horribly and others will find a way to make it work and make a nice dime from it.
#184
11/16/2009 (4:08 pm)
I'm very glad some are so excited about the UDK. It is good to be excited. Though, please keep in mind that what works for you may not work for others.

On the UDK, I won't develop using only UnrealScript, be locked solely into Windows, or sign off on a 25% royalty. There are other reasons I won't use the UDK at this time... and by the way, they won't even be putting up the commercial license with purchase option until "sometime" in Jan/2010. It simply isn't a priority for them or the UDK, which is understandable.
#185
11/16/2009 (4:11 pm)
@Pat, I removed that 'iirc'. Thx for the info.

@Rich, yeah GG's use of the term "stable" is looser than M$'s use.

TGEA was so badly coded that I used to call working in the code; "Hacking the hacks they hacked with hacks". .. If you don't have T3D source, you're definitely going to hit some very hard brick walls.
#186
11/16/2009 (4:13 pm)
@Joshua yea, unfortunately melee is something that is very project specific, so it'd be hard to make a basic melee system, but I think GG needs to look at addng some kind of basic twitch system, atleast for knives and pistol-whipping. Not everyone wants a laser based infinite ammo game, like i get the feeling gg thinks we do.

@Black Tengu, I looked just at some basic tutorials on Youtube, and I have to say OMG their engine is so easy to use. I'm not sure how easy physics is in T3D, but in UDK for the cloth physics I saw it was as easy as 4 mouse clicks. I'm gonna hold off on visiting the sites you mentioned until I hear a decision from GarageGames. I don't wanna fall in love just yet, cause I want to stick with Torque, just need to see if it's going to be financially possible or not.
#187
11/16/2009 (4:19 pm)
@Joshua, just googled it, and UDK has 3 built in melee options available right off the bat, and takes about 15 lines of code to set them up to work. So it definitely would not be hard at all to move away from an FPS it seems. But like I said I await GG's decision on what direction they want to move.

#188
11/16/2009 (4:20 pm)
@ Joshua:I've been using TGEA and UDK/UT3, since in college, I have been able to accomplish more in the UDK/UT3 than in TGEA. AS for the question (how much will you be able to go away from a FPS using the UDK as well).
They made a TNA wrestling with the Unreal engine, and several different genres of games in it.

Don't get me wrong I like both Engines its just I owned the Unreal 2004 editor first, just couldn't afford T3D. Just trying to stay current with the Latest Technology. $60 for an Editor was alot easier to get than $705 for the Upgrade for T3D. It used to be $505, but by the time I was able to get it the price went up so had to give up, Just updated to CS4 instead.

#189
11/16/2009 (4:22 pm)
@Tengu

Dude chill out. I understand that you like UDK and that you think its the best thing since sliced bread, thats cool, I am glad that you feel that its that "missing feature" thats prevented you from making a game. But really do you need to make a slanderous post like you did? Seriously man. Act like a professional if you want to be treated like one and have your comments taken seriously in a healthy and professional debate.

@All

I think one of the big issues here is the definition of "indie" and that magical price point that equates to "indie level engine" versus "ruthless money grubbing sellout". We need to remember that the term indie basicly encompasses the whole spectrum: hobbyist, to student, to garage/basement company, to contract based developer all the way up to funded by a publisher making AA or AAA games. As such we also need to keep in mind that TorquePowered is also trying to hit all these marks as well by finally giving us a powerful engine that finally empowers the user from the get go.

With that said, no one hits a homerun their first time at bat. You need to get up there, swim, miss and learn. The fact that people are able to give this a wide arrangement of constructive feedback is great. There's a lot of great opinions and input here that thankfully drown out the stupid idle threats of "I will go elsehwere" and troll comments of "liar, bullshit and but XYZ is better still". I think these comments combined with the fact that we are seeing a lot of exciting new advancments and positive forward momentum from Torquepowered says a lot for the future of Torque3D/2D and the option for any level of Indie to have available to them a handful of great options to make their dream projects with.
#190
11/16/2009 (4:30 pm)
+1 to Logan about the slanderous post.

This is the most derailed thread I've ever saw at GG, regarding personal attacks.

This thread was expected to generate some reactions, but I simply don't understand why no one is moderating the posts that definitively go clearly off-limits.

If this is the kind of "debate" to be allowed from now on, then I think the potential harm to the community is already done.
#191
11/16/2009 (4:39 pm)
Many of you mentioned that you'd like to see more / better tools. Anyone willing to elaborate?
#192
11/16/2009 (4:44 pm)
I Agree with Logan,
GG has came a long way and I believe in the future they will be one the companies that will push the gaming needs over the top. I will stick with GG. I wouldn't see why not; I already payed for the previous engines.

Unreal used to be a million dollars + royalty fees. GG has tried to keep a reasonable price. I have accomplished alot in TGEA and its a big step up from TGE. T3D will probably start becoming one the industry standards.

GG is on the right path, use the engine that suite the needs of the project. Every engine has its faults, none of them are perfect the UDK has crashed me a couple of times as so have TGEA, Unity. No one is perfect and no engine is a 100%.
#193
11/16/2009 (4:48 pm)
Integrated AI would be nice. Kind of like in the Cry Engine or UTK.
#194
11/16/2009 (4:50 pm)
Im sure theres a huge list of "wants" that people have, but here are some of my "needs" that I think would make things better...

- Unreals Shader generation system is pretty darned awesome to say the least. Its faily use friendly and incredibly robust and something Torque3D could benefit from as in the right hands it would push the great visuals you get even further.

- I would love to see more shader ship with Torque3D itself for both models and post process effects. Why reinvent the wheel.

- I certainly think Torque3D could use a LightManager type system ala 3DS Max and many other 3D DCC applications. This would make it much easier to manage lights in your scene since you do get to a point where its easier to text edit than it is to go through node by node in the mission editor.

- More robust particles, but I think most of us have already seen from a few hints that have been dropped here and there that something is in the works.
#195
11/16/2009 (4:59 pm)
A few things as mentioned by a few that would be beneficial.

- Some kind of integrated UI system. While this will probably hurt some 3rd party integration it really is needed. Every game needs UI, some might need more, but every game needs some.

- Some kind of integrated baked lightmaps wouldn't hurt if there is some kind of cheap or free solution that could be integrated. PureLight is a great option, but something is needed as there is a giant hole there now.

- Some basic frameworks to create different style games. Perhaps the "kits" could include more assets and scripts, but I believe this is one of the major complains everyone has and still hasn't changed much.

- Better integration of Physics. I believe a migration or change could be in the future though that might put a hault on this for a bit.

- I believe they will have to keep ahead of the curve and move to DX11 next year. This could be a major selling point for them if they can get it out the door before their compitition.

- More option knobs. I believe this is coming in 1.1 though.

- Better demos as the current ones are poor at best at showing off the deferred shading/shadows. Again, hopefully resolved in 1.1 with the Pacific Demo.

- While animation is never an easy process, I believe there is more work that can be done here as well. Some 3rd party stuff here wouldn't hurt either. There are a few options, but it can be a bit of a pain.
#196
11/16/2009 (5:15 pm)
Here is my lowly wish list:

- shader tool
- wide Opcode integration - animated collision,movers
- Bullet implementation
#197
11/16/2009 (5:18 pm)
Has there ever been a vote or anything like that here before? Could compile a list of "features" that people are interested in and see what the community wants the most and then implement it. Would be a good for everyone involved. Well within reason of course, that is why you control the list of votable items.
#198
11/16/2009 (5:34 pm)
Usually in alpha/betas I do for other companies they give us a list of all the possible work that they could do and say "if we gave you $100, how would you spend it on the following items". It works out remarkably well as it gives you a feeling of what to do with a finite set of resources.
#199
11/16/2009 (5:48 pm)
My 2 cents:

I'm helping out someone with a full licence (start-up indie) and I've been unemployed for about 1 1/2 years, 40 miles north of Eugene (GG headquarters) in a small college town where employers don't give me the time of day (no employment opportunities during the summer because students are out of town, no employment for the rest of the year because students are in town taking most of the jobs).

I've been hired by this start-up to put content into this game and I only have the demo yet, but I'm constantly thwarted by resources that require source code access. Tools like the Universal AI Starter Kit (kudos to the dev!) have been a great learning experience so I'd like more tools/resources that don't require code. Another hindrance has been the compiled tool scripts in the 1.0.1 demo (but oddly enough uncompiled in the 1.0 demo so I've been using that). It's not to say I won't be a licensee, & people who don't have licensees should be treated as potential licence owners like myself!

Another complaint is the private forum for licencees that probably has information I need. Either move the threads that don't have source code references or expand & help out the public forum.

We shouldn't have to rely on other resources for simple things like doors and elevators, and attachments. Basic AI should be standard too and should not cater to FPS shooters only.

Like others I think the documentation could be a lot more. A centralized wiki might be good (private wiki for source code).

To me a game engine should be versatile with the essentials anyone needs. We shouldn't have to hunt down info to make doors work or to test how many "smart" AI the engine can handle.

After a game is released the end user should be able to create their own mods and levels like most Unreal games or ID tech games. I'm not sure what GG's policies are about distributing games with an editor (I could look at the EULA but that's why ID tech and Unreal based games are so popular because a person or a community can make their own mods). Since the T3D .mis levels are text editor friendly there's bound to be an open source editor eventually.

I think there should be variations of t3d and licences according to purpose: full with all source code like the current licence, artist (with a lot of assets for level designers), limited source (no engine code like the renderer and physics etc., just enough code exposure for gameplay: AI, player, gui, object handling just like a regular SDK) so people like me can help out to a greater degree.
#200
11/16/2009 (6:00 pm)
Here is my 2-cents about wish list:

More middleware integration.

If I remember correctly, there was a official statement on a similar blog like this "we don't want to perceived as "cheap engine". Nothing can sound more pro than a-list middleware being integrated into torque3d. Pricing can be set whichever suits the both parties. Purelight is an excellent choice, there are tons of other middleware used by "pro" developers. Yes, I'm excited about forest kit as well but "an option" of speedtree license, integrated out-of-the-box would look more impressive on torque3d "resume". Techs like facefx and umbra would benefit torque3d as well, there are several ai middleware that can be useful as well.

Even if you don't end up using them, it's always a good thing to have options.