Tex Murphy-L.A Noir style?

I actually have thought about doing a Mod recreating Under A Killing Moon with Source SDK or Unreal Engine, just for fun, Though I'm too busy with my own game ideas to bother with that any time soon.
Firstly, I'd recommend Unity over UDK, you'll have much less trouble (its very easy to do things in unity). Secondly I know EXACTLY what you mean about "my own game ideas" this is why I pretty much gave up on all the mod projects I was working on, now its just me and my game (of which the technology I mentioned earlier was being developed for.)

I think its more important to put aside being a fan, and start to realize that at some stage you're going to want to make your own things. This is the point I'm at now. When you're 18 to 21, its fine to do mods.. but once your an adult things change, you suddenly get creative- working on other peoples games is a bad way to go about being creative IMO because its too restrictive, and if someone criticizes you, you'll be much quicker to give up because its not like its your idea so you don't care so much. That said though its very easy to get depressed if people criticize your work regardless, but if its something you're putting every bit of yourself into they'll never be able to break you from it, though they will slow you down.

In the end, I'd rather do homage to Tex in my own games, at least then people get something new but also have a connection to that I was inspired by one of the best. I'll leave it to Aaron to do what he thinks is best.
mr_cyberpunk wrote:
I actually have thought about doing a Mod recreating Under A Killing Moon with Source SDK or Unreal Engine, just for fun, Though I'm too busy with my own game ideas to bother with that any time soon.
Firstly, I'd recommend Unity over UDK, you'll have much less trouble (its very easy to do things in unity). Secondly I know EXACTLY what you mean about "my own game ideas" this is why I pretty much gave up on all the mod projects I was working on, now its just me and my game (of which the technology I mentioned earlier was being developed for.)

I think its more important to put aside being a fan, and start to realize that at some stage you're going to want to make your own things. This is the point I'm at now. When you're 18 to 21, its fine to do mods.. but once your an adult things change, you suddenly get creative- working on other peoples games is a bad way to go about being creative IMO because its too restrictive, and if someone criticizes you, you'll be much quicker to give up because its not like its your idea so you don't care so much. That said though its very easy to get depressed if people criticize your work regardless, but if its something you're putting every bit of yourself into they'll never be able to break you from it, though they will slow you down.

In the end, I'd rather do homage to Tex in my own games, at least then people get something new but also have a connection to that I was inspired by one of the best. I'll leave it to Aaron to do what he thinks is best.
Well said, but can you please explain a little more about Unity? I checked it out a while back, but the project I'm working on is really ambitious and it's really hard enough as it is, you got my interest when you said easier. How powerful is it? As an engine, I'm extremely serious about making my game, and I plan to market it. Can you sell a game made on Unity? I know that UDK takes 15% of your profit, but it was my best option at the moment. Can Unity handle complex physics, like a Tornado, and what is the lighting like?

Most importantly can it handle open worlds? What is the size limit for levels? SDK was too small for me to use.

I'm definitely considering it. Thanks for the insight.
Glad you asked.
you got my interest when you said easier
Its easier because it uses Javascript/C# which are much easier to learn over C++. You can accomplish more with less code and screwing around, its very easy to manipulate objects.

I recommend watching this just to get an idea of how to work with unity.
http://www.youtube.com/watch?v=5-X-Ebh1kYA
How powerful is it? As an engine
It supports all the standard features UDK has with exception to tessellation I think (but tessellation will eventually come.. though its a pretty pointless feature.. all it does is makes rocks look better). Its as powerful as you're willing to push it really, since most of it can be extended using third party tools, its a very modular engine, whereas UDK is rather static (so basically UDK you have to do it THEIR way, whereas Unity you can just implement your own.)

The visual quality is acceptable, its not the best.. but honestly do you need to have the absolute best? I'd rather have my game easier to make- then look into porting it once I got something people liked. Its not worth going for the absolute best when you're poor and don't have previous success to fall back on- this is something I've discovered.

On the plus side Unity 3d does 2D and 3D games.. so that's good.

As for the licensing

http://unity3d.com/unity/licenses.html
https://store.unity3d.com/shop/
Unity Pro is all you need to sell your game, the price is $1500 (Which is cheaper than UDK for commercial) you don't pay a cent after that- keep in mind though that I think you have to pay for updates to Unity Pro, so only buy it once you're ready to release- you'll be able to manage fine with the free version.. you do I think need to display a logo but that's it.
Just pre-ordered the game. I've heard good things so far.