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I'm trying to decide which engine I should use for a year-long project I need to propose in a few months for college. My idea is simple, and involves a first-person shooter (I know, UDK bells went off in my head too) with a Mirror's Edge sort of take on things. Not running and jumping though -- this is a sci-fi game based in a space shuttle/station/both, a small environment so that I can make all of the assets myself. So the player sees arms and hands and body, and can grab onto objects and push off to maneuver in a weightless environment.
Other than the gameplay requirement of moving around and seeing limbs and grabbing objects, I need to be able to create a couple of very complex cutscenes with an emphasis on intensity. I want a couple of extremely forceful explosions and proper visual effects, both altering the player's view with blur and FOV adjustments and some cool effects in the game environment. I know that UDK offers a nice cutscene editor of sorts, but the only reasons I am not immediately picking it are because I have read that it doesn't exactly make using C++ easy (if you can use it at all) and the fact that I have been looking at Unity.
Unity seems like a very neat engine to work with, and C# is always very nice to work with - I feel like I could very quickly script a lot of the little things I need with it. I don't know much about either of them, and while I've played with both I was wondering if anyone else had done anything with them or other engines and could see my way forward a little clearly than I.
Thanks for the help!
This question / problem has been solved by Zjeraarimage
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Zjeraar: Oh right, I read your reply only. I guess a good portion of the mods out there has been developed using the Unreal 3 engine due to the ease with which you can modify existing gameplay. Unity can't really be seen as a comparison in that regard.
On the other hand, in regards to the availability of assets and documentation and such, Unity is picking up speed rapidly thanks to a fast growing knowledgeable and active user base. There are a lot of pretty good tutorials already as well, to get you started.
I think, in your case, seeing as how you want to make something resembling a space shooter (and how complex you want your cut-scenes to be), you might be better off, indeed, with the former.
[url=]http://unity3d.com/support/[/url]

To be clear, you are suggesting that using UDK might be the better option because of the first person nature of my proposition? I am concerned on how quickly I'd be able to dive into it, mainly because of how many talk about Unity being wonderful for developing quickly.
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PhoenixWright: To be clear, you are suggesting that using UDK might be the better option because of the first person nature of my proposition? I am concerned on how quickly I'd be able to dive into it, mainly because of how many talk about Unity being wonderful for developing quickly.

Yes, I meant exactly that. But maybe it's a good idea to start fiddling around with both to see how fast you'll be able to pick up and get into the work flow, get a hang of the controls, and then conclude by yourself which one suits you best... I'm guessing you'll be the programmer and will be directing the artists of your team (if there is one -- which there really should), so you'll probably be the one working with the engine the most, if not the only one.
So, I'd say find out, right now, how fast you'll be able to set up a simple, rough scene (set up a stage, import existing models with animations and textures and whatnot, manipulate them, assign scripts to your models, change cameras, test the collision detection, the physics, the particle system, shaders etc. etc.)
You know, maybe that's just the best option out there, instead of going by what other people think, myself included. Spend, I don't know, two / three weeks on this, besides your job / education, maybe even a month if you have the time, to get to know both engines (or maybe to only get familiar with just one of the tools, since both are pretty much capable), before you embark on your project.
Again, tutorials that help you learn the basics of the Unity environment and even for making a FPS, that include the assets you need, are all there on the homepage.
Look, here's an online shooter made using Unity! (Get the player)
And look, a downloadable shooter right from their own site, developed by "a two-man team" in only "a couple of months" that might be applicable to your situation and that seems to be able to give you the best impression yet! (Haven't tried this one myself by the way...)
I don't have any experience with the Unreal engine, other than the myriad of reviews and articles I've read about it.
I really hope I'm of some help to you here...
Post edited February 28, 2010 by Zjeraar
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Zjeraar: I really hope I'm of some help to you here...

Very much! I am going to do exactly what you said and then evaluate what I should do. Thanks to everyone for helping me think this through.
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PhoenixWright: The "point" of the project is to create an experience.... nothing more, nothing less. I would almost prefer to just work on a CG short film, but that would not relate to my Software Engineering major.

Unity will probably work for you. Do note that it is mostly a visual tool, any scripts/code you need is attached to the various objects (including cameras, lights and certain meta objects) you place in the scene. Depending on how you're used to work, that may require some adjustment.
Anyway, spending some time with both UDK and Unity and their respective tutorials will be a good way to figure out what is best for you.