Epic stuff said this can be used even by developers which dont use UE to make their games.
I wonder how the functionality will be also payment and entire process of enabling multiplayer in our games (if someone is interested).
All in all interesting service cause i plan to implement multiplayer in my game and i’m too scary of unity solution cause it seems convoluted and nearly imposible for solo.
Dang Unreal really just doing it up lately ain’t they? I installed Unreal earlier, I opened it up for 10ish mins, then I felt like I was cheating on my marriage and closed it, Unity made me feel horrible for opening up Unreal
Whyyy Unity, why you gotta make me your slave, the pros of ease of use makes it so hard to divorce you. lol.
But naw really, (true story actually), but anyways, this is really interesting, I’m definitely going to be looking into this.
its a kill shot for almost every game BaaS
can’t beat free (real free, not playfab free), i have no doubt many of these services will go belly up in next year
I already got approved, I worked closely with many of these people over the years. They also are not like STEAM to allow just any game and JUNK, which causes many good games to be hidden…So something that is important.
So don’t make junk or asset flips and you won’t have a problem.
tell that to Ubisoft and other games released, many games on Epic Store do just fine, if you ever released a game on Steam, I have, after development, you are lucky to see 20%… and your game is HIDDEN. and due to all of the costs of development on top of it Steam does what for that 30% ,? Not much…I worked with plenty of games over the years, that 30% is not worth it… Epic store has plenty of players who buy games… So that is a non issue.
Epic also lets you keep your first million…Great for smaller companies to get going as well This has allowed many developers to leave the studio to work for our selves 100% of the time rather than part time…
The issue is to many people are fan boys of one product or another, as a game developer in business, you have to use what is best for your company, by actually experiencing it, I see folks who NEVER used anything but Unity/Steam, but make negative comments about anything but Unity/STEAM.
… I can’t take those folks seriously, you have to check out, and use what is best for your game and OPEN your eyes to OPTIONS…not , OH STEAM is my god, I need to stay with them because they been around… Bleh, That is like saying we need to keep using TWITTER or Google because they are around, well they have other options to use… People need to get out of there bubble and experience other software. Then decide what is best.
I use them all for different games, teams, Investors, etc…
How many of those 20% will be on the Epic Games Store? That aside you make it sound like 20% is a bad number but 20% of the audience of Steam is 24 million players. Very few games have the merit to achieve that regardless of platform.
Has an existing audience that you don’t need to convince to switch platforms.
There are issues with EGS too. One of the biggest is that we don’t know how many of the people who have the store are there for games other than Fortnite. With Steam you don’t have to worry they’re there for one game.
That’s the thing. Says Epic. But the data says otherwise. And there is no way knowing what are the criteria they are applying. Obviously worth the try and all, but going out of the way to attach yourself to a store during development, when you have no way of knowing if they even accept your application, it’s crazy. Unless you know those people and trust them. Based on their behavior, I don’t trust them. But obviously I don’t know them personally.
I’m not completely positive how the stores were dragged into this but Epic’s Online Services don’t require you to sell through their store to take advantage of them which is one of the main reasons the group I’m contracted with chose to use them with the other being that it covered all desired platforms.
I know, I checked it out once, but I won’t form opinion about that, I’m not that good at networking (games) to give any valuable information on it.
In theory, if I were making a network-enabled game, still don’t understand why would I choose it over Steam where majority of my user-base is and which framework I would need in order to authenticate, find the users and all that. But that’s just me, again, I don’t know enough about networking to form a whole and well-rounded opinion.