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What is the license fee you mention?
I see. thanks. Do you know anyone who could make good textures similer to the HL2 ones?
A full source engine licence can run into hundreds of thousands of dollars. A havok physics licence is $25,000.
Might be a better idea to start off as a free mod, see what traction it gets and then work out from there whether it's viable to commercialise it. That way you can use the Valve assets to get up and running quickly.
Having been a part of a paid license team and knowing others that were in similar projects I can tell you first hand it is not worth it. There are not only better engines out there now (UE4 for instance) but they are much cheaper and in most cases free. Unless you want to put yourself in a $25,000+ hole from the start just for the Havok physics license (not to mention the RAD tool licensing) I do not recommend it at all.
On top of that unless it has changed Valve will not talk to you about a license unless you can show them some work of what you have done already towards your project (levels, maps, textures, models, etc). Now then that barrier is obviously pretty low considering Revelations 2012.
In short there is a real valid reason why no one uses Source a whole lot professionally in the industry.
Wazanator, there is at least Titanfall which uses Source Engine, Insurgency.
I agree that the 25k is a huge limitation for an indie developer.
But it depends on what kind of game is needed to be done. If it's similar to HL2 you go with Source, if it's similar to Crysis you go with CryEngine 3 rawly speaking ^^
UE4 or Unity3D doesn't give you a game to start from afaik. They only offer some templates. UE3 offered Unreal Tournament game template.
Source Engine uses old Quake Engine physics for movement afaik, and Havok is used for collision detection and rigid body simulation.
All other engines use PhysX for everything afaik. PhysX give more clunky and less responsive movement, that's what I've noticed from my experience :)
How does the game you choose to design dictate what engine you use that closely? If I wanted to make an open world first person shooter, why would I choose Cryengine 3 over Unreal 4?
Unreal 4 is free and looks a hell of a lot better, and has much better support. Same goes for makeing a game like Half life 2. You can just as easily develop a single player story driven shooter with a silent protagonist with Unreal 4 as you can for Source.
The factors of what engine you choose should be based on what exactly you want out of the engine, and how much it costs both upfront and through royalties.
You can make a shooter in any engine. I've never had any sort of problems with movement in first person unreal games. Although fine tuning movement is a small price to pay if you're thinking of jumping into the antiquated Source engine just for that.
Yeah, I did some reading up on source, it seems like a big hassle as of now. But, when Source2 is out for real... well, I think that it will blow all the others out of the water.
Facepunch has a special deal worked out with Valve. Valve puts everyone under an NDA when discussing their engine licensing so that's something you would work out with them at the time.
I see. Thanks for the info!