Is it legally possible to create a game creator such as FPS Creator with Unity and sell it?!
Sure you can, but I honestly can’t see the benefit of building a whole engine (or in your case, a whole other game authoring system) on top of a game authoring system (which is like building an engine on top of an engine on top of an engine).
I asked Unity about this and basically they are usually open minded about it and suggested that I should send something to them when it is nearer to being representative of the final product, so that they can evaluate whether it is a dirivative work. You’re not allowed to just kind of rip off Unity and use it to make another layer on top of it that gives all of the same options and capabilities to the end user. But if your engine/platform has enough uniqueness to it it should be okay.
Cool! Make a FPS creator in which you can make FPS games real fast and really easy!
Just make it better than FPS creator (which shouldn’t be hard)
Why create one anyway. You got Unity.
I don’t think it would be completely possible to create something inside Unity that at runtime offered the same level of control, anyway. I don’t think UT would have anything to worry about.
You can also make game kits and sell it for a similar price (including source of course). Without breaking any Unity them. ^^
An engine made with an engine?

So I heard you like game engines so we put a game engine inside your game engine so you can make games while making games.
I herd you like games…
There’s always going to be ways you can leverage whatever is the current technology and build something even higher level on top of it that makes various thing even easier. There are MANY ways that Unity can be improved upon and it definitely has a learning curve which might be partly overcome with a higher level tool specializing in a certain type of game etc.
Looking to pick a fight with Lee are we?
@BLaBZ - If you followed the FPS Creator model, then yes you should be able to replicate the functionality in Unity (come to think of it, I’d wager that you’d manage a fully cross platform tool with lower hardware specs). You’d probably have more issues doing asset import (as an end-product feature) than actually implementing the level editor, etc… Unity Asset import is part of the IDE, not the engine (as I recall). Again, as mentioned before, you’d have to get Unity to verify your end product doesn’t violate their terms of use.
That said, might be interesting to see what you come up with.
Cheers,
Galen
I LOLLED SO HARD!
But back to the point, It is pretty pointless in my opinion.
Correct question is: Why make one when there is UDK and soon something basing on CryEngine, no graphics slut (FPS player) will end up on Unity with those 2 things being totally setup around exactly that one boring genre already ![]()
If you do such a thing, then I would focus on not making it a creator, but a Unity Expansion with client and editor classes to allow them to create their own FPS games IN and WITH unity with fully fledged editor support etc for it.
Thats much better, opens up much more possibilities and options to them, brings them much broader media support and makes it much easier for you to maintain something performant.
Actually they can even offer addons if you design your system right, strengthening your product and their bound with it ![]()
To name a few benefits: They can get Antares Universe / PlayMaker for scripting, one of the two shader authoring extensions to create shaders, target different platforms with it on their own, they can hook up one of the 5+ networking solutions for MP, …
Unity has a great eco system and I would personally definitely focus on creating something that makes use of it instead of trying to reinvent a wheel that has hundreds of thousands of men hour work behind it already.
I agree all you suggest is a much stronger package. FPS creator doesn’t target anyone near the skill level of UDK ( CryEngine3… ??? good grief man! you said FPS Creator and Cry3 in the same sentence with a straight face?..
). Anyway… So it’d come down to target audience. If you’re after the FPS Creator crowd, then point and click is the path, perhaps your model would work as a kind of “advanced” version, creating a step to actually using Unity.
Cheers,
Galen
I think most of you are seeing this the wrong way. I don’t think Blabz is talking about creating a game engine in unity that. I assumed he was talking about a game creator kind of thing, like RPG Maker, which simplifies the process a lot and are basically cool toys for people who want to make games but dont want or dont know how to get very deep on it. These things can be quite successful. Communities are built around them (RPGmaker, M.U.G.E.N)
Well, I assumed he’s talking about the actual product FPS Creator :
http://www.thegamecreators.com/?m=view_product&id=2001
Which in some ways is like the tools you mentioned, only 3D FPS specific.
LOL This made my day