V6, 24-valve DOHC engine master race.
My Nissan runs smoothly on it.
If remedy got this for Alan Wake 2, I would cry tears of joy.
[QUOTE=carcarcargo;35235413]Wishful thinking by crytek by the looks of it. I doubt anyone would pay that much for their engine when they can get other engines for far less.[/QUOTE]
Well, around twenty companies already did. I have no idea what Lockheed or Bechtel wants with it though.
[QUOTE=Daniel Smith;35235810]It won't be as good as they say it will be, it's not worth making a game on a 1.2 million dollar engine anyway.[/QUOTE]
For reference, GTA IV had a budget of about 100 million.
Using 1% of your budget for a solid, state-of-the-art engine isn't ridiculous at all.
Now, GTA IV had an above-average budget, but even 10% of your budget for a great engine isn't a bad deal.
$1.2 Million is an [i]unreal[/i] price.
[QUOTE=Jakobi;35235957]Holy shit the AI navigation meshes look 100x easier to make in this game compared to the engines that Bethesda used.
Makes me want to get back into game development...[/QUOTE]
Honestly anything and everything bethesda does to make games is so insanely outdated and backassward compaired to modern game development technology.
Hell fucking Wolfire managed to get a fully working and robust auto AI navigation system going that recognizes objects, buildings, etc using the open source Recast library in their game Overgrowth. It apparently easily supports things like jump points, etc for AI too. And they are just a team of 3-5 indie developers. Meanwhile bethesda practically requires manual placement of all AI nodes as if this was 2001, the AI itself is stupid as fuck using the most basic navigation formulas out there, and it's almost impossible to get the AI to do anything beyond walking/running along said nodes.
Anyways in reguards to the article, this really isn't that surprising. I'm pretty sure UE3 when it first came out for lisencing, was about the same price. It's dropped since then obviously. CE3 is more "robust" and "newer" so it costs more.
The only people who will ever buy a liscense to use full CE3 are big time game developers, as that is their target. If you can make 5-6 million on a game (assuming the publisher/dev team sells each copy for $50 and gets the full amount, that's 100,000 copies sold, pretty small), and it costs about 1 million for the engine, 2 or so million for wages/development, and 500,000 for marketing, you've made $2mill-$3mill in profit. And since generally you can use the same engine for different projects when you have a liscense (as it's liscensed to the developer/publisher, NOT the game IIRC), it begins to pay itself off after more and more projects are released.
Isn't it "reportedly 1.2 million" though. If the NDAs are being enforced, that might not be the actual price at all.
[QUOTE=Chessnut;35238297]$1.2 Million is an [i]unreal[/i] price.[/QUOTE]
I was planning on making a game using CE3
I'm literally [i]cry[/i]ing right now
Doesn't the Crowdsourced Hardcore Tactical Shooter want to use CryEngine?
nice engine whatever but is it me or programming for it its a cluster FUCK? i mean weapons were saved as XML Files scripts for gameplay aka gamemodes were made using C++ then entities were made using lua i mean just what
ITT people don't understand the difference between a large studio commercial license with full access to the engine and 24/7 support and an indie license for small developers geared towards small developers.
UE3 and CE3 both cost a fuckload of money to license if you're the kind of company planning to make a multi-million dollar game. Of course they want a fair share of money, adjusted to how much potential profit your game has.
But if it's an indie game that probably won't profit a hundred thousand, they'll just be fair and ask for a small part of the profits instead of giving you a fixed price.
Pricks.
[QUOTE=KorJax;35238304]Honestly anything and everything bethesda does to make games is so insanely outdated and backassward compaired to modern game development technology.
Hell fucking Wolfire managed to get a fully working and robust auto AI navigation system going that recognizes objects, buildings, etc using the open source Recast library in their game Overgrowth. It apparently easily supports things like jump points, etc for AI too. And they are just a team of 3-5 indie developers. [/QUOTE]
Actually the coder is only one.
It's a one coder, one modeler, and one misc guy.
[editline]22nd March 2012[/editline]
Although the coder is some fucking child prodigy who id wanted to employ while he was 16 or something.
[QUOTE=AceOfDivine;35237038]Oh god source, it still has problems with proper dynamic shadows.[/QUOTE]
source has problems with everything
valve is not an engine company
Holy shit that cloth thing was amazing
no fucking way that was real time
Well with today's multimillion dollar games, I bet a fair amount of companies will do something with it.
[QUOTE=MaxOfS2D;35241970]source has problems with everything
valve is not an engine company[/QUOTE]
Wasn't the engine pretty amazing when HL2 came out?
[QUOTE=KorJax;35238304]
Hell fucking Wolfire managed to get a fully working and robust auto AI navigation system going that recognizes objects, buildings, etc using the open source Recast library in their game Overgrowth. It apparently easily supports things like jump points, etc for AI too. And they are just a team of 3-5 indie developers. Meanwhile bethesda practically requires manual placement of all AI nodes as if this was 2001, the AI itself is stupid as fuck using the most basic navigation formulas out there, and it's almost impossible to get the AI to do anything beyond walking/running along said nodes.[/QUOTE]
the comparison isn't valid even in the slightest lol. compare what happens in skyrim to what happens in beat-up-rabbits the game.
[QUOTE=Kecske;35237742]Well, around twenty companies already did. I have no idea what Lockheed or Bechtel wants with it though.[/QUOTE]
Probably simulation stuff, our navy is using a CryEngine based aircraft simulator to allow pilots to practise landing helicopters on ships.
While a big part of CryEngine licenses would be for games, Crytek themselves are targeting the engine towards things like simulators and CGI stuff for movies.
[QUOTE=Marik Bentusi;35242160]Wasn't the engine pretty amazing when HL2 came out?[/QUOTE]
It's amazing if you have the sourcecode and actually know how to make something with it (NUDGE NUDGE BLOODY GOOD TIME) but the SDK is pretty much held together with duct tape and happy thoughts at this point.
[QUOTE=latin_geek;35242200]It's amazing if you have the sourcecode and actually know how to make something with it (NUDGE NUDGE BLOODY GOOD TIME) but the SDK is pretty much held together with duct tape and happy thoughts at this point.[/QUOTE]
that's the biggest understatement i've seen so far in my entire life
[QUOTE=Ricenchicken;35237653]If remedy got this for Alan Wake 2, I would cry tears of joy.[/QUOTE]
Except they won't because that'd be retarded beyond compare when they already have their own engine.
I think I'll make my own. This is ridiculous.
Don't forget the license includes premium support and possibly training (some engines include that)
[editline]22nd March 2012[/editline]
[QUOTE=T3hGamerDK;35243432]I think I'll make my own. This is ridiculous.[/QUOTE]Go on, make your own engine that is anything like cry3. If you do, you're a rich man.
Hence why everyone uses UE3.
Shame it doesn't mention that cryengine 2 is FREE to use.
[QUOTE=carcarcargo;35235510]God knows, I mean I don't know why they're making another considering the last one was an absolute flop.[/QUOTE]
A critical flop maybe, but it sold really well.
[QUOTE=Occlusion;35243964]Shame it doesn't mention that cryengine 2 is FREE to use.[/QUOTE]
Since when?
The source engine is a bit turgid compared to Cryengine/UT.
I like how you can pretty much assemble an entire game in UT just using the map editor and now even export it to iPhone/apple devices and it works as a standalone game.
Also they charge studio's this large amount cause it'd be ludicrous to ask for 20% of the hundreds upon hundreds of millions they ask for very little involvement (the studios will do so much work themselves adapting the engine and creating content), so the million they ask for is in fact actually quite reasonable.
The independent developers might only make a million or so max, so they take 20% of that and it's still quite reasonable. If an indie game did take off, they'd make enough to pay for the license fee and reserve all rights to 100% of the profits.
[QUOTE=Occlusion;35243964]Shame it doesn't mention that cryengine 2 is FREE to use.[/QUOTE]
I'm pretty sure that licensing an engine =/= using it's SDK.
You're probably thinking about the Cry Sandbox. And you need to purchase the original Crysis to legally own it anyway.
So I guess the deal could be better described as: 20% of profits, capped at $1.2 million.
Of course, if you straight up buy it, CryTek facilitates you a lot more, throw in a lot of support and so on to sweeten the deal.
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