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BJPickles

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  1. To follow this up, the lack of support for unreal has been the reason we haven't bought Atavism. As mentioned earlier, it's simply the scale factor, and the tried and tested (AAA) resources we have at our disposal in UE4 that makes it the go-to engine. It's certainly not perfect, but it's ahead of the curve. It feels like a AAA quality product. Unity, on the other hand, feels rather more ... Indie. That's not to diss Unity, but it's apparent they're playing catch-up. Sea of Thieves is a perfect example of simplicity in UE4, with the ability to build upon it. In terms of the effort in the physics - it's huge, but that's UE4 handling that internally, and that's about it! Plain GUIs for text etc. Animation heavy (again UE4). It's a wonderful opportunity to bring Atavism X - with the full scalability - into an engine that can handle that scaling. The only advice I have to give regarding Atavism as it stands - is that things like character animation that aren't finished (or in a basic form) look unprofessional, and diminish the overall quality of the product. Watching the videos, I could see that it is mostly to do with Unity, but it didn't look smooth, thus the reason we haven't bought Atavism. Having to fix jagged and janky character animations / walking is just another job and Unity isn't very kind in this regard. Obviously there's no physics, so that would have be added into the client but we all know that's far more achievable with UE4. Easily fixable in UE4, but a headache in Unity. Very much looking forward to this! Especially premium accounts, and high ranking players!!
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