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Licensing an Engine or build tools/engine inhouse?


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Just a few years ago there weren't much Engines you could license, but today there are a lot and they aren't that expensive and some are easy extentable.

The downside of licensing would be probably that they can't provide tools for the community to build mods/levels and so on. On the other side, if they build the engine themselves, that will bind quite some resources.

 

 

So what do you think, should they build inhouse tools to create the game or license a engine like Unity3d/UE3/Cryengine and so on?

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I believe designing a new engine from ground up would be very costly and time consuming, this project's budget probably doesn't allow it.

 

I think the better option would be to license one of the existing engine. These engines are probably well polished and so on which will make designing the game easier.

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So what do you think, should they build inhouse tools to create the game or license a engine like Unity3d/UE3/Cryengine and so on?

 

 

Players should have no say in this. It's back-end. Return on investment.

 

Obsidian should and will pick the engine that is flexible enough to handle the combination of mechanics and textual content they want to do for the exact purpose of the Kickstarter: Single-player old-school RPG 'paying homage to the big three IE games'.

 

Player toolsets, multiplayer, whatever--all of that is gravy.

The KS Collector's Edition does not include the Collector's Book.

Which game hook brought you to Project Eternity and interests you the most?

PE will not have co-op/multiplayer, console, or tablet support (sources): [0] [1] [2] [3] [4] [5] [6] [7]

Write your own romance mods because there won't be any in PE.

"But what is an evil? Is it like water or like a hedgehog or night or lumpy?" -(Digger)

"Most o' you wanderers are but a quarter moon away from lunacy at the best o' times." -Alvanhendar (Baldur's Gate 1)

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Could Onyx be a stretch goal, would that be feasible? Or perhaps way too costly to even consider that?

 

Players should have no say in this. It's back-end. Return on investment.

 

Obsidian should and will pick the engine that is flexible enough to handle the combination of mechanics and textual content they want to do for the exact purpose of the Kickstarter: Single-player old-school RPG 'paying homage to the big three IE games'.

 

Player toolsets, multiplayer, whatever--all of that is gravy.

 

Though I guess this stance is most sensible.

Edited by Karranthain
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