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Is anyone slighty dissapointed at the Unreal Engine on iPhone so far?

06-10-2011, 03:20 PM
#1
Joined: Apr 2009
Posts: 488
Is anyone slighty dissapointed at the Unreal Engine on iPhone so far?

I know it's only been 6 months since UDK went out to developers but a big selling point of the engine was the ability to get great performance with comparatively less effort. Thing is since Infinity Blade there hasn't been any games that really showcase the cost of developing for it.

I mean, this game looks fun, but did it really need to be made with UDK?



And this is by Gameloft.. doesn't look any more impressive than their regular engine.




Compare this to other engines:






06-10-2011, 03:37 PM
#2
Joined: Jun 2011
Location: 192.168.0.1
Posts: 536
nope.

06-10-2011, 05:56 PM
#3
Joined: Jul 2009
Location: Houston/Austin, TX
Posts: 13,251
Not at all..

In any case, just because you're using the Unreal Engine, it doesn't mean that your game is going to look great. If you're an indie developer without any resources, the graphic engine isn't going to do anything for you. Let's just wait and see what Gameloft gives us before we make any judgment calls. We've only seen three "games" that've actually used the engine so far..Lol, you're also making it sound like every other graphics engine isn't meant to be competent enough to match up to the Unreal Engine..

Twitter: @back2this

Last edited by backtothis; 06-10-2011 at 06:00 PM.
06-10-2011, 06:28 PM
#4
It's easy to forget that an engine is just a blank canvas.
Sure, Infinity blade looks awesome but it's amazing artists who make that come to life. I have no doubt that UDK can squeeze a tiny bit of extra performance out but it all comes down to who's hands the tools are in.
06-10-2011, 06:41 PM
#5
Joined: Apr 2011
Location: USA
Posts: 1,502
Quote:
Originally Posted by robotsvswizards.com View Post
It's easy to forget that an engine is just a blank canvas.
Sure, Infinity blade looks awesome but it's amazing artists who make that come to life. I have no doubt that UDK can squeeze a tiny bit of extra performance out but it all comes down to who's hands the tools are in.
Which brings me to my question/opinion, if a dev/s was talented and skilled enough to make such a quality game as Infinity Blade, would they really want to pay the licensing for Unreal when they might be able to get almost similar performance out of a less expensive one?

Currently Playing: Pocket RPG, Tentacle Wars, Oh My Heroes, Minigore 2, Mini Motor Racing, Eufloria, Swordigo
06-10-2011, 07:06 PM
#6
Joined: Mar 2010
Location: Dallas
Posts: 1,890
Because we all know that when a game that runs near PS2 graphics in the palm of your HAND, that it's not good enough.

Favorite app of all time - Dungeon Raid
06-10-2011, 07:16 PM
#7
Quote:
Originally Posted by Teh_Ninja View Post
Because we all know that when a game that runs near PS2 graphics in the palm of your HAND, that it's not good enough.
PS2 Graphics?, Of course thats not good enough, iPhone/iPad's Graphics Capabilities are FAR Beyond PS2. Aswell as Xbox,Wii,DS,PSP,3DS and Very soon: PS Vita.

We're also close to Rivaling Xbox 360 and PS3 Graphics capabilities.
06-10-2011, 09:39 PM
#8
Joined: Jun 2010
Posts: 1,074
It's as I expected. There's not really any motivation for devs to maximium, either the potential of the iDevice as a whole, or the potential of the Unreal Engine on the iDevice. Cost prohibited would be the most appropriate term to describe the current situation. Casual games are the most successful, particularly for indie developers. Develop games cheap. Sell games cheap.

Things are slightly different for major developers, like EA, but EA has access to their own internal gaming engines. They don't need to dabble in Unreal. Gameloft doesn't need to do it either. I'm not sure Gameloft is doing anything more than just that, by the way. They are dabbling in Unreal development. I'm not convinced that 2 games will suddenly become 10 games. Gameloft and Epic/Chair are the only companies that I suspect would ever utilize Unreal in serious, hardcore manner.
06-10-2011, 10:03 PM
#9
Joined: Nov 2010
Location: Somewhere
Posts: 2,538
its a phone.... not a primary gaming device

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06-10-2011, 11:08 PM
#10
Quote:
Originally Posted by dumaz1000 View Post
It's as I expected. There's not really any motivation for devs to maximium, either the potential of the iDevice as a whole, or the potential of the Unreal Engine on the iDevice. Cost prohibited would be the most appropriate term to describe the current situation. Casual games are the most successful, particularly for indie developers. Develop games cheap. Sell games cheap.
To me this really hits the nail on head, and applies to any development regardless of he engine used.

large games are epensive to make. When you have multiple people spending months on a game the cost is in the tens of thousands.

It takes a BUTTLOAD of sales at .99 cents to break even let alone make enough money to pay artists etc.

If you don't already have a long time established name you may not sell anything if you dare charge more than that too.

So yes, motivation is hard to find.