Writing your own engine at this point seems like a fool’s errand.
Or if you hate that your only open source options are created in Java and you’re stuck using a bloated IDE whose EULA says they can use you in advertisements, leaving you to have to learn C and watch what other open source projects are doing…
wait, sorry, I’m talking about PHP IDE’s and PhpStorm.
5% gross is pretty bad, tho one other thing is that it’s after the first 3K
“When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter.”
So for indies it can still be pretty high, tho once you hit the phase where your game is pulling in less it gets better. I imagine that Epic is doing this because they used to charge like 50-100K per title back in the day to AAA studios.
It’s all pretty much Tiger-hattery until you do it and find out I suppose. For example, had you built AWL using Unreal (or Unity for that matter) you’d have more distribution options than Steam and perhaps the added revenue would outweigh the long term cost.
One thing that is highly likely is that (prolly with either Unity or Unreal) the performance issues would be almost gone. (not the dev machine ones)
I haven’t played with the Unreal Engine myself since making mods for Unreal Tournament 2004, so I’m playing around with it now and it’s pretty friggin awesome. They’ve made even the C++ “easy”. We’ll see as I go deeper how far into the weeds I get. Plus they’ve got a whole “Visual Scripting” system that is supposed to enable game designers to easily wire up all the C++ classes.
One thing is that their marketplace isn’t nearly as full of stuff as Unity’s tho I guess they just recently opened it. That and the stuff that is on there is “high quality” which pretty much means “super high poly and expensive”. I suppose they’ll add more down the line, and of course you can just buy stuff from Unity’s asset store and use it in Unreal (well except scripting assets).