Mike did a nice post on his blog on why custom engines are always better
(in theory) than pre-built ones, using our game Reveal as an
example.
He alludes one of my bigger frustrations with UDK, that
straying at all from a tool's intended purpose usually results in as much or more
work than not using the tool altogether. When I wrote Reveal, I thought I was being clever
by designing it's features around the things UDK was supposedly good at: cloth
physics (for wallpaper and magazines), rigid body physics (destructible boards),
and dynamic lights (the swinging light bulb). In the end, all of these things
required a good deal of custom scripting from Mike, and even then plenty of
compromises were still necessary (I had forgotten the wallpaper was originally supposed
to be seamless. The strips turned out to be a fine substitute, but their
rubbery movement and the way they pop off the wall is still weird). I had
designed a game I thought I could make 95% of on my own, using the tools UDK
already had, but in the end I was totally reliant on Mike to get my game up and
running. Consider it a warning, I guess, before jumping into UDK as a
non-programmer thinking you can make anything beyond a deathmatch-style FPS. It's
possible, certainly, but working against the grain of the engine isn't a
pleasant experience, and not how I as an artist/designer want to spend my time.
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