I want to make a game, using one of the free-use game engines out there! Let the ridicule begin!
Okay, that's out of the way. I am NOT one of those grandiose types who says, I have big ideas but no idea how to use them, looking for scripters, animators, blahblahblah, everyone laughs at me, etc. I admit, my only real experience in making mods for games is modding Skyrim (for which I learned some scripting for the first time), so I know that (A) I will have to devote time to learning an entire game engine, and (B) I should not aim for a complete AAA game, but a smaller, more basic one. (I'm pretty much envisioning a fun random battle generator, with a third-person view of the PC, who is like a superhuman flying about in the midst of soldiers and airships and what-have-you.)
That said, I'm trying to figure out WHICH game engine would be best for me to learn. The ones I've heard most often are UDK and CryEngine. From what I understand, UDK is the most popular, as well as being very good and customizable, with lots of plugins and resources. CryEngine, from what I've heard, is basically top-of-the-line; it is less customizable, but has so many features there is little need to custom-add plugins. One thing I'm worried about CryEngine tho, is that it might have less resources (i.e. tutorials, art resources, etc) available.
So anyhow, whether I choose CryEngine or UDK or another engine, I am looking for a game engine that is capable of all of the following:
1. Over the top action and fun fluid combat, with God of War-style battle physics (or if "physics" is not the appropriate term, insert appropriate term here).
2. Fast, smooth acrobatics/aerobatics. Similar to the God of War style action above, if not actually included in it. For people jumping and flipping about, or zooming about in the air/space.
3. Flight -> handling airborne (or outer-space) movement and combat, in a manner that is NOT clunky. For individual actors (such as Superman or soldiers with jetpacks or what-have-you), small fighters or airborne mechs, AND great capital ships. At once.
4. Actors (including NPCs) able to stand and move about and fight on moving platforms (such as the decks of airships).
5. Lush, vivid, colorful, high/good-quality graphics
6. Handling a lot of actors onscreen at once.
7. Accurate, detailed animations -> for example, were I to somehow include a romance element, I'd want a kissing animation to be possible, without two actors clumsily kissing inches apart or whatever. Mass Effect-quality animations not required necessarily, just something not entirely clumsy/clunky.
8. Environment destructibility. Doesn't have to be a ridiculously destructible environment, though (which is hard to do without devoting an entire game to it and nothing else, like that one game, Red Something I think).
9. Some kind of auto-aiming feature, whether it be something as complete as V.A.T.S. (from Fallout 3/New Vegas) or simply a fuzzy bullseye (i.e. shooting close to something will shoot your bullet/fireball at the something).
10. Procedural generation, or some other kind of auto-generating battlefield/dungeon/etc based on specified parameters. (More of a bonus than a requirement, I suppose.)
So yeah. Obviously, despite the relatively modest "game" I have in mind, it will take a lot of time and effort on my part, and may in fact never get done (or even begun), but like I said, I would at least like to know what game engine would be best to begin learning for my purposes. Thanks!
Okay, that's out of the way. I am NOT one of those grandiose types who says, I have big ideas but no idea how to use them, looking for scripters, animators, blahblahblah, everyone laughs at me, etc. I admit, my only real experience in making mods for games is modding Skyrim (for which I learned some scripting for the first time), so I know that (A) I will have to devote time to learning an entire game engine, and (B) I should not aim for a complete AAA game, but a smaller, more basic one. (I'm pretty much envisioning a fun random battle generator, with a third-person view of the PC, who is like a superhuman flying about in the midst of soldiers and airships and what-have-you.)
That said, I'm trying to figure out WHICH game engine would be best for me to learn. The ones I've heard most often are UDK and CryEngine. From what I understand, UDK is the most popular, as well as being very good and customizable, with lots of plugins and resources. CryEngine, from what I've heard, is basically top-of-the-line; it is less customizable, but has so many features there is little need to custom-add plugins. One thing I'm worried about CryEngine tho, is that it might have less resources (i.e. tutorials, art resources, etc) available.
So anyhow, whether I choose CryEngine or UDK or another engine, I am looking for a game engine that is capable of all of the following:
1. Over the top action and fun fluid combat, with God of War-style battle physics (or if "physics" is not the appropriate term, insert appropriate term here).
2. Fast, smooth acrobatics/aerobatics. Similar to the God of War style action above, if not actually included in it. For people jumping and flipping about, or zooming about in the air/space.
3. Flight -> handling airborne (or outer-space) movement and combat, in a manner that is NOT clunky. For individual actors (such as Superman or soldiers with jetpacks or what-have-you), small fighters or airborne mechs, AND great capital ships. At once.
4. Actors (including NPCs) able to stand and move about and fight on moving platforms (such as the decks of airships).
5. Lush, vivid, colorful, high/good-quality graphics
6. Handling a lot of actors onscreen at once.
7. Accurate, detailed animations -> for example, were I to somehow include a romance element, I'd want a kissing animation to be possible, without two actors clumsily kissing inches apart or whatever. Mass Effect-quality animations not required necessarily, just something not entirely clumsy/clunky.
8. Environment destructibility. Doesn't have to be a ridiculously destructible environment, though (which is hard to do without devoting an entire game to it and nothing else, like that one game, Red Something I think).
9. Some kind of auto-aiming feature, whether it be something as complete as V.A.T.S. (from Fallout 3/New Vegas) or simply a fuzzy bullseye (i.e. shooting close to something will shoot your bullet/fireball at the something).
10. Procedural generation, or some other kind of auto-generating battlefield/dungeon/etc based on specified parameters. (More of a bonus than a requirement, I suppose.)
So yeah. Obviously, despite the relatively modest "game" I have in mind, it will take a lot of time and effort on my part, and may in fact never get done (or even begun), but like I said, I would at least like to know what game engine would be best to begin learning for my purposes. Thanks!