About a week ago we started answering the questions that were posted in thisforum thread.
We recorded video responses to many of the questions, but we've been having some difficulty getting those into a format suitable for posting on the website. In lieu of having the video responses, I wrote up answers to all of the technical questions I saw.
When NS2 started out on the Source engine, was it being developed with the public Source SDK or did UWE obtain a private license?
Valve was kind enough to give us full access to the Source engine code. During the time that we worked with that engine, we made a lot of modifications to it which wouldn't have been possible without that level of access.
Do you regret not taking the easier route of using an already existing engine such as Unreal Engine, Source, Cryengine etc. which would have sped up your production time significantly?
I think it's a fallacy to say that using an existing engine is a faster route, at least for a team like ours. If you look at the timeline for the project, we spent about 1 year working with the Source engine, and about 2 years building/working with our own engine and tools. I don't mean to imply the Source engine is bad in anyway, but it was difficult for us to work with a codebase like that where we didn't understand a lot of it, and yet needed to make extensive changes to realize our vision.
Creating your own engine certainly brings a lot of difficulties, especially in the early stage when artists need tools so that they can be productive. When we made the decision to switch to our own engine we were hoping to continue to use the Valve toolset to avoid this problem. Unfortunately we weren't able to do the necessary licensing deal, so we had to shift gears and develop our own toolset. If that had been possible I believe our development time would have been significantly reduced, but things don't always go the way you want.




Hey everyone,