Templates

I have a personal issue with Unity, Unreal Engine 4 and some other video game development platforms out there; templates. Why? Well let’s find out!

Many moons ago, back in the days of Quake, Half-Life and Unreal, people were developing modifications that could have easily been standalone titles. These modifications were, more often than not, developed on top of already existing code, that’s released by the developer, and this was often the same code that’s used for the AI, weapons and other game-specific systems. This made it incredibly easy for people to quickly prototype their ideas or, even to just make those simple changes they might want to make. People could also learn an awful lot from this, and it’s essentially resulted in careers for some.

This remained true for a long time. Engines such as Unity were obviously designed around the idea of raw development, however Valve’s Source Engine, Epic Game’s Unreal Engine 3 / UDK, CryTek’s CryEngine and many other engines, included an implementation of an entire game, and more often than not, licensees would often receive more than what they would otherwise be releasing for the public. This was all part of a fairly important package; it wasn’t just about how advanced the engine was at rendering, sound and other capabilities but also about how certain features formed the game itself, such as AI, level transitions, animation handling, client to server communication, inventory systems, vehicles and much more.

The Source Engine is a fantastic example of this because as part of the SDK package, it even includes base content from Half-Life 2, Half-Life 2 Episode 1/2 and Half-Life 2 Deathmatch, which people can use for their projects, and I believe licensees also get the right to use the same content royalty free. The UDK is also a good example, as it includes most content from Unreal Tournament 3.

This all said, I think there’s a problem today. It’s often rare that any game that supports modifications now, will have its code opened up at all for people to delve into. But that’s not the major problem; Unreal Engine 4, unlike the UDK, doesn’t give a complete base game implementation but instead, minor templates. The problem with these is that, while to get something small going is pretty easy, anything worthwhile that’s produced using the templates is actually very unlikely to be using content or code that originates from these templates. The code and content would unlikely be sufficient enough to produce an entire game from, so in the long-term is it actually saving me time or not?

I believe this is actually observable, as it seems you’ll often be seeing larger projects originating from people whom work with the Source SDK or UDK, and smaller prototypes or generally simpler games coming from those working with UE4, unless by people who’re completely proficient in game development. It seems like a shame, and doesn’t make much sense considering the given complexity of modern engines. It essentially seems more of an investment now if a team of people are looking to produce a game, with a reliable framework that can be reused and easily expanded upon.

Now to give some credit, Unreal Engine 4 makes implementing otherwise complex objects incredibly quick and simple; the editor is beyond anything else out there. When people want to add complex elements into their levels or the game, they no longer have to rely on an expert programmer to do it. This is fantastic, don’t get me wrong. The same goes for CryEngine with its flowgraph system. But now it’s less about stable frameworks that can heavily push forward a game and instead seems like it’s more about quick prototyping, I think with a decent framework in place, prototyping could be even speedier if done right while also saving people an incredible amount of time in the long-term; long-term being the most important factor.

It’s sort of like building upon the foundations and discoveries by a previous civilisation, but otherwise most engines today such as Unreal Engine 4 and Unity feel like they throw people back into the Middle Ages, just without the worries of upsetting the church.

I think I can understand the reasoning though, because there’s a fair few out there that prefer writing their game specific logic from scratch, either because it gives them more control or because it also gives a better understanding of how everything works. While working on my project called Decay, I opted to rewrite all the game logic, because I felt doing that would give us a better overview of everything and allow us to write a much cleaner code base in general, not to mention some minor performance benefits since the game code was originally written in QuakeC, however even then, a lot of the code I wrote was inspired by the original QC implementation and that saved us a huge amount of time when it came to implementing everything. In the case of Unreal Engine 4, visual editors for more minor things via blueprints is likely the future of things, however implementations in code will mostly be done without an already existing base implementation to work from; no real references or inspiration, other than the small templates which I already shared my thoughts about.

I think that’s it really, a game based on the Source Engine is very likely to retain and still use a lot of that base game code that Valve provides or at least be heavily inspired by that code. I don’t think this is true in any case for Unity or Unreal Engine 4, but in the end this is just my opinion! And who cares? Y’all get out there and make whatever it is you want to make, and it’s up to you to decide the best way of doing it.

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