Need some suggestions on which SDK to use

Post » Thu May 16, 2013 10:25 pm

Hello everyone! I've been planning on making a futuristic mod set in a dystopian world for a few years now. I've already figured out a lot of things, story wise. But now, I finally want to do some modding, and I'm stumped. I don't know which modding tool to use! I know, I'm greedy and everything, but I really need a powerful toolset that isn't too hard to use, and has good support. So, I've listed a few, and I could really use your opinion. If you think there are other and better toolsets, feel free to list them. Thank you.
Fallout 3 (GECK) -- open world and big support
Deus Ex (UnrealED) -- the game is already futuristic and dystopian, but also pretty old
Neverwinter Nights (Aurora) -- easy to use and good support
Witcher 2 (REDkit) -- newly released, but it is supposedly good and easy to use, however not very good support yet. Opinion on this toolset would be appreciated!

The mod is supposed to be story-driven, with loads of characters, quests, equipment and locations. You will control multiple characters in the story. The story will be focused on dark themes such as slavery, prostitution, conspiracies, drugs, treachery etc.

P.S. If this is the wrong sections I've posted this, I sincerely apologize!

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Chica Cheve
 
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Post » Thu May 16, 2013 9:04 pm

A couple quick questions... Do you have the assets/someone to create them? Meshes, textures, sounds? What computer languages do you know?

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Abel Vazquez
 
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Post » Thu May 16, 2013 2:45 pm

I'm intermediate in C++ and yes, I have assets and someone to create them.

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Jamie Lee
 
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Post » Thu May 16, 2013 12:03 pm

Why not use the UDK? It'd give you more creative control.

Edit: I'm interested to learn more about what you're making, so if you have a website or something that you'll be using to publicize your work let me know. Good luck, man.

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louise fortin
 
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Post » Fri May 17, 2013 1:37 am

I was thinking on doing a mod first, and then maybe making it stand-alone in UDK (most likely) or Unity if the mod becomes somewhat popular. I currently only have a free website, but the team's web designer is working on a new website.

Here is the link to the free website: http://bit.ly/10PSABZ

Thanks.

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jesse villaneda
 
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Post » Thu May 16, 2013 4:54 pm

Wow, that is one impressive website. Holy crap.

All but the randomized levels can be done with any editor you've mentioned or SDK. But randomized levels are, as far as I know, not a supported function in any of those games. It depends what type of randomization you're going for, but with those games you'd have to create several of the same level with minor variations, then link them with a loading screen (door, most likely), which is both very time consuming and blows up the size of your mod. It also feels a little weird to play through, depending how frequently you plan to randomize levels.

Also, if you plan to add in a visual component to your augments, this could be very tricky if you use an editor. You should really go with the UDK or Unity. If you want some excellent UDK tutorials, check out http://www.youtube.com/watch?v=K7AAgQHJWGc. You'll be up and running in no time.

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Sarah Unwin
 
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Post » Thu May 16, 2013 8:10 pm

Not the easiest thing to do in any game to be honest. Only thing I can remotely think of is finding a way to utilize the idea behind Borderland's dynamic weapon system with pre-made gun parts and "teaching" a game how to combine pre-made level parts, in the correct way, to achieve a level. Would really have to skip the more intricate stuff and deal with blocky stuff.

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leni
 
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Post » Thu May 16, 2013 10:58 am

Randomized gameplay isn't a necessity, to be honest, it was just something I had planned on doing a while back, but now I've decided against this. I've been getting a lot to use UDK, but I really need your guy's opinion on the toolsets I've mentioned. Thanks for the replies, though.

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Nany Smith
 
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