As a base for a game in the future?It depends which kind of gameWhen you want to create a fps game in the future, then it is a good choice to start with the fps example. Otherwise I personally would recommend you to use the third person bp example, because there you already have a 3rd person setup and so you can easily switch to fps view. You also learn more about animations/animbp/montage., but that's just my opinion (I also started with the third person bp example )+ there are many 3rd person bp tutorials on the official unreal engine youtube channel.
IoQuake3 is based upon the Quake III source code, which was made available for free on August 20, 2005, as open-source and licensed under the GPLv2. Ever since the ioQuake3 project took over the code and started improving it and fixing bugs. At the present day there aren't many users playing the original ioQuake3 game, however there are plenty of games based upon this engine, like OpenArena. Now we rent 3 game servers (obviously of Urban Terror), at a price smaller than the average, just to help cover costs. Along with the game servers we also give a teamspeak server, an host for enable the download of your extra maps, and the TOTAL CONTROL of your server, with ssh and sftp access.
Hi Ottosson,There are probably some pros and cons to any of the examples but as Fight5347 pointed out it would be dependent upon your type of game. Also, it would depend a lot on what your comfort level is with C vs Blueprints or a combination of both.If you're going to start with ShooterGame as a template you may run into complications later down the line if you want a specific type of gameplay that isn't already there if you're not familiar or comfortable with C. The character setup was done almost exclusively through C, so altering the code or adding to the character there may cause some headaches or frustrations.If you have a grasp on C and/or don't mind delving into it I'd certainly say 'Go for it!' Have fun and learn something along the way!If you have any questions or need any other input always feel free to post here on the forums or ask questions about issues you run into on the AnswerHub!Thank you!Tim.
Yeah the sample files are great as a quick start with out the need to yet again reinvent the wheel. I'm using Mobil Temple sample for example for a map I'm working on and the background elements is “perfect” for what I need so I've deleted all of the other stuff inside it and tada hours worth of work done.We are also using the Shooter sample as our frame work, even though our game dynamics are different, and makes life easier for our content team and map makers where they don't have to wait for completed code. Better still with blueprints a content artist can proxy how something should work. The ShooterGame template has a lot of pros, the only issue I seem to run into a lot is the need to change a lot of the PvP features (but I'm working on a single player game).
The biggest challenge I run into constantly is the HUD being purely C based through Canvas. You shouldn't have any issues with changing any animations/pawns etc. Plus the ShooterGame is perfect for adding your own AI (Seeing as the AI they give you are pretty. good).
Personally I think people who aren't experienced in C (or don't want to spend a lot of time learning elements of C) should go for the Blueprint FPS template, seeing as the SG template may be a bit too much. Well to keep our stuff separate we have a folder set up and keep all of the sample stuff under the root directory and each time a new sample comes out we migrate the assets to be used as part of the frame work.
As a base for a game in the future?It depends which kind of gameWhen you want to create a fps game in the future, then it is a good choice to start with the fps example. Otherwise I personally would recommend you to use the third person bp example, because there you already have a 3rd person setup and so you can easily switch to fps view. You also learn more about animations/animbp/montage., but that's just my opinion (I also started with the third person bp example )+ there are many 3rd person bp tutorials on the official unreal engine youtube channel. Hi Ottosson,There are probably some pros and cons to any of the examples but as Fight5347 pointed out it would be dependent upon your type of game.
Also, it would depend a lot on what your comfort level is with C vs Blueprints or a combination of both.If you're going to start with ShooterGame as a template you may run into complications later down the line if you want a specific type of gameplay that isn't already there if you're not familiar or comfortable with C. The character setup was done almost exclusively through C, so altering the code or adding to the character there may cause some headaches or frustrations.If you have a grasp on C and/or don't mind delving into it I'd certainly say 'Go for it!'
Have fun and learn something along the way!If you have any questions or need any other input always feel free to post here on the forums or ask questions about issues you run into on the AnswerHub!Thank you!Tim. Yeah the sample files are great as a quick start with out the need to yet again reinvent the wheel.
I'm using Mobil Temple sample for example for a map I'm working on and the background elements is “perfect” for what I need so I've deleted all of the other stuff inside it and tada hours worth of work done.We are also using the Shooter sample as our frame work, even though our game dynamics are different, and makes life easier for our content team and map makers where they don't have to wait for completed code. Better still with blueprints a content artist can proxy how something should work. The ShooterGame template has a lot of pros, the only issue I seem to run into a lot is the need to change a lot of the PvP features (but I'm working on a single player game). The biggest challenge I run into constantly is the HUD being purely C based through Canvas. You shouldn't have any issues with changing any animations/pawns etc.
Plus the ShooterGame is perfect for adding your own AI (Seeing as the AI they give you are pretty. good). Personally I think people who aren't experienced in C (or don't want to spend a lot of time learning elements of C) should go for the Blueprint FPS template, seeing as the SG template may be a bit too much.
Well to keep our stuff separate we have a folder set up and keep all of the sample stuff under the root directory and each time a new sample comes out we migrate the assets to be used as part of the frame work.