So other than watching Epic's Project Update video from almost 2 weeks ago that Funky linked to above, it occurs to me that it's been well over a month since I last found the time to properly sit down n' read through several of, what seemed to me, the most important threads on the new game's msg board for a couple o' hours in order to remain current with the major developments in the UT4/UT2014/UT2015/whatever project. Given my previous doubts and expressed misgivings towards the actual prospects of Epic seeing this thing through to the end and managing to complete an actual
and full game for purchase out of this joint development deal, then, I thought I might just pose a few questions on some key issues that still remained up in the air last time I was reading, and hope that some more recently apprised folks here will be able to shed some light into some of those for everyone's benefit here. So, here's what I'm wondering about, and would appreciate any fresh updates on:
- I remember reading awhile back that the team of Epic's own staff that had been
actively committed to producing/developing for this game amounted to just 8 people; not talking about the
much longer list of Epic's devs and assorted personnel that can be said to be more loosely connected or affiliated with the project, btw. Has the number of UT4-committed in-house devs increased from those 8?
- It's been a few months since, I believe it was, Great Emerald proposed a dual licensing scheme, whereupon a distinction would be made between people wishing to employ the entirety of UE4's features for their own projects and who'd still need to pay the $19 per month (and be bound by the current licensing agreement) to do so, and those that'd be interested in just helping with UT4 development by donating code or assets exclusively for it and for whom Epic should consider providing that specific subset of UE4 functionality
free of charge. The idea was to allow for Epic to continue getting financial support from people considering getting hands-on experience with the new engine a sensible business investment (your small studio pros and bedroom indie coders/groups), while keeping the opportunity cost at 0 for the vastly greater number of people who'd just care to dip their toe in custom content creation for the next Unreal Tournament game, but would be driven away instantly if they'd have to pay anything for that - as has been the case for every UT before it. Assuming I've got the gist of it right and not misrepresenting GE's concept here, has anything become of this proposal? Has Steven Polge or any other Epic higher-up of equal stature offered any kind of public response to this? Are they still just going ahead with the $19 paywall for everyone?
- As I understand it, unlike previous UTs, the code side of custom content for the next one will not be based on an intermediate scripting language system that resides, is compiled and safely "executed" between the core engine and the end result, but will rather be contained in more lower level, un-decompileable modules executing closer to the core (binary code even?) that servers will distribute to clients upon entry as necessary. If this interpretation is correct, needless to say that the "black box" approach raises all sorts of questions regarding the reliability and trustworthiness of random mods that servers will be pushing to players, to say nothing about any potential for malicious, custom-tailored code to be executed from within the game to all kinds of nefarious purposes and results. What I'm wondering here is, is the black box, undecompileable (thus unexaminable) mod still the standing design mentality that Epic is abiding by here? If so, have they stated why (my guess is to protect through obscurity the marketplace monetization potential of custom content creators' coding work)?
- Speaking of examinable custom content, has Epic stated whether they intend to include a map editor with the game at any point before or at its published state, or will all that need to be done through the UE4 devtool perpetually?
- Speaking of malicious content and behaviours, how has Epic's official approach regarding anticheat progressed so far? Considering the open development nature of the project will in all likelihood attract people of nefarious intent, cheatware creators included, long before the game is even ready, have they gotten into how they plan on handling issues like resources' integrity validation, tamper/injection-proofing or anything else?
- Switching back to demonstrating actual commitment, has Epic laid out exactly what part
(or even what percentage) of the game they officially intend to fully develop by themselves so as to jumpstart things so far? I assume they'll be doing all the core work, such as game-specific netcode, UI, player movement and bot logic (objects' placement and memory management, events system and physics probably already built into UE4 itself), and I think they've said they'll do some work on the [T]DM gametype, but is that all they've let on we should expect from their devs? Is there an official roadmap of where they plan to stop and let the community build any other gametypes (and assorted content) they want as necessary?
- Lots of people are apparently already eager to contribute all kinds of audiovisual assets; particularly models, textures and sounds; and even if Epic will be doing limited work on just one gametype, that implies they'll need to have a few maps, which, in turn, will need to be populated by aforementioned types of assets. Will Epic only be using their own content there, and, even beyond that scope, have they stated whether they plan to act as the project's deduplication and bundling authority to prevent dozens of people fighting to establish whose the "definitive door frame" st.mesh will be, for example? Will there be no texture or any kinda model-based bundles this time around instead for fear of licensing issues or whatnot?
- Lastly, to delve a bit more into the licensing topic, when it comes to modders intent on releasing their content for free in the marketplace, will Epic be recommending or promoting any specific licensing scheme that's different from their for-profit counterparts? Will they be using said assets themselves or be allowed to distribute 'em in the game's official released state? I'd really like to see how they'll avoid getting burned on IP rights issues when trying to (ultimately) publish a game they'll apparently only have developed a fraction of themselves, tbh...
Anyway, sorry for the number and length of my questions there, and thanks in advance to anyone able to provide some insight into those not-so-trivial issues
.