by mrfranswa on Thu Jun 24, 2010 5:07 pm
I was a bit hesitate to post with the "apple fags" comment, but your comments on hammer are valid.
As someone who's dev'ed on different engines, source is not exactly the "worst", more like "the oldest" at this point. There are generally two different types of developers: One who doesn't release dev tools, and the other who only releases dev tools, (or spends most of their time doing so). Only unreal and crytek really do both, and both focus more on the licensing aspect since it makes them more money. Source really hasn't changed at all other than add new features. You still develop the games exactly the same way as you did for hl1.
So where does this leave source? I was getting to that! If you notice, there are little/NO proprietary games being released anymore which use the source engine. Many of the most popular mods developed using valve technologies are jumping ship, (age of chivalry, natural selection, etc), and schools are starting to phase out their source classes in favor of unity and unreal. This is due to three main reasons: Unresponsive nature of Valve and the way they do business, Valve's stance on using third party developers to make many of their tools, and the outdated pricing structure of licensing their engine.
Unresponsive nature:
Many game companies are hard to get in contact with. This is a standard of the industry, however Valve has the same stance with their partners. This is mostly due to their flat company structure. Universities who sign contract with valve to teach their engines have absolutely no way of contacting anyone at valve to answer questions. And when we do, we have to use the same channels any person can, (such as sending an email to Mike Durand and "hoping" for a response).
Stance on third party tools:
As all of the loopers know, valve's official way of doing outside hammer-specific things, (such as making texture files, embedding sounds into your maps, etc), is pretty terrible and horribly complicated. This is why we all use third party tools such as nem's awesome vtfedit. Universities interested in teaching classes on source hate relying off of third party publishers so much. There isn't even an official source for information about valve's dev'ing. That's why loopers is so popular. The valve wiki is mostly maintained by community members, and many aspects of it are incomplete. Unity is a perfect counterpoint to this, because they have a huge resource of help out there which is official.
Licensing! Licensing! LICENSING!!!!!
The third, and by far most important argument, is the cost to license the engine. Unity is FREE until 25% of your profits over... I think 5k (could be wrong don't quote me), unless your company makes over 100kyr. In which case you have to buy the 1200$ unity pro. The iphone add on cost 300$ + a 99$ yearly apple subscription to release your content through the apple store. Unreal is 99$ for a royalty-bearing license, (which again I believe is 25%), or 2500$ per seat, and cryengine 3 is experimenting with a similar royalty license structure. Source on the other hand cost 300,000$ to license. What's happening now, is everyone is starting to develop titles with these cheaper engines because they are new, streamlined, and practically free to develop with. With this, universities are starting to jump on board and ditch the more expensive engines. When applying for jobs, I can honestly say about 3/4th's of the jobs asked my experience with UDK or proprietary engines utilizing UDK technology, while two asked my experience with source.
Don't get me wrong, valve tech has been my bread and butter for the past 10 years, and I absolutely love the engine. It's highly optimized and it's incredibly easy to mod. I love hammer's I/O system because it's just so darn easy. However, after sitting down with crytek and testing out cryengine 3's level editor, there is really no appeal to developing a title using source anymore. One of your arguments about source is it's level compiling process. Do you know unity and cryengine 3 have NO COMPILING! You hit play, and you play the game instantly! Do you want to develop your title for PS3, XBOX 360 and PC simultaneously? All you need to do is plug them into your computer with their own displays, and you can test all 3 at the exact same time! Heck, unity doesn't even need it's own texture editor. You just take a jpg and drag and drop it into unity!
Sorry for the very long post, however I thought it was pertinent, and this is what I've come away with at GDC back in May. To be frank, I tried asking people at Valve about this topic, and they were unable to answer my statement. I'm just hoping valve comes up with some streamlined technology soon before they lose their competitive edge. Well, at least they always have steam...