To be fair, Slipspace is to Blam what Creation was to Gamebryo
No, people do not seem o understand that. Honestly, they have no idea how engines work period.
They can’t. The replications are surface level. They REALLY are. None of the physics work the same, all the interactions need to be rewritten, etc. It’s not that easy.
And given the flexibility and purpose-built nature of Creation, that’s a very flattering comparison. People like to complain about Bethesda’s proprietary engine, but there’s a reason they use it. No other engine can really handle what their games ask. The level of interconnectivity, radiant AI management, the works.
Creation is insane.
Like I said, replicate. Meaning close…
https://www.youtube.com/watch?v=jqh5fyu3Lb4
https://www.youtube.com/watch?v=Iydq96URQXg
https://www.youtube.com/watch?v=Nqzds5Xr_z8
https://www.youtube.com/watch?v=BAKlMeltjnY
Those are just some samples of what hobbyist/fans have done. Usually a single person to maybe a team of 3 or 4…maybe. Like I said, if hobbyist can do it, MS/Xbox recourses are more than capable of doing it.
I think you missed the point I was making.
It don’t work like that. It really doesn’t.
Are you not seeing it? If one person, on the side as a hobby can build something like that. What is stopping a team from doing it as their full time job??
I’m not sure how you’re assuming I’m saying how it works. What I’m saying is, if someone can make Halo from nothing as a hobby. A full team can.
Did you bother to do any research here? The employee mentioned is a contract employee. He’s not full time. Microsoft contracts are 12-24 months max. This person is working on Halo Infinite. Not the next Halo.
https://imgur.com/a/fZk3hXR
But they’re not making it from nothing. They’re loading in assets they didn’t make and at most, a little programming and a couple of animations, but it’s just plain jank every time.
I will proceed with this info like I have with everything else Halo Infinite related…I’ll believe it when I see it. Not saying it’s good or bad, just don’t care until 343 produces something officially.
Ok, you’re totally missing the point.
Do you think one of the reasons there keeping the slipspace engine for future Halo games is do to Microsoft not wanting their main game running another company software.
Usually the main issue with comparing moders work to full game teams work, is that the modder doesn’t have to worry about making a lot of the “under the hood systems” work together without errors.
Does the indie dev have the code in place to track player stats and upload them to the backend systems for consumption by waypoint and the in-game history?
Does the indie dev have the saves configured to upload to the cloud?
Does the indie dev have cross platform cloud saves enabled?
Does the indie have progression systems tied to in game unlocks? How is the progression tracked? Are the data courier pipe lines in place to upload this info to waypoint and the players in game history?
I could keep going, but I think you get the idea. It’s generally “easy” to dev/mod a game to where you can show concept game play. Getting all the other systems in place that you expect from a AAA game is a ton of different things that have to get aligned though.
That’s because there isn’t a point. The “X in UE5” stuff is just… -Yoink!- Every time. There’s no substance behind it at all.
Of course that’s one of the reasons. They have full proprietary control over that engine. They may own other companies, but Slispace is theirs and theirs only.
This was the reason that they were never going to change it.
I figure the reasons are monetary. It can’t be cheap moving from one engine from another.
Xbox’s resources are pretty much endless, and I get what you’re saying. After all, nobody from Xbox/343 said it cannot be done.
I’m not comparing the work that’s been done to the actual product. I’m comparing the work that’s being done.
If little Timmy can build something that looks like Halo on his free time, and can be played, a full team can.
In the last 4 months I’ve been playing a bunch of different games off game pass while waiting for Infinite to figure itself out (still playing a couple Infinite rounds here and there though).
After time with a few UE4 games, I think salvaging Slipspace is the best move for Halo. I don’t think they’ll ever be able to get a traditional feeling Halo working on UE5.
I would like them to follow forward with their 10 year Slipspace plan in regards to Halo MP while they start making Halo spin offs in UE5. I think UE5 single player Halo experiences could be great ways to diversify Halo out of just the traditional FPS Halo experiences we’ve had though
It should be pointed out that slipspace is not a standalone engine at the moment. It is a set of modern systems built on top of the original blam engine.
While there is rumors about Halo moving to Unreal Engine 5, there are also rumors that 343 is currently deep into developing slipspace as an actual standalone engine, and removing blam from the picture all together. This is more likely to be the case vs. UE5.
Have you tried Hellblade yet? Very good looking game on UE4.
The fact, 343 is unable to add any new maps and playlists to the game without removing content first, makes me think Forge is already separate from the rest of the game, as is Campaign co-op, as will Battle Royale, all outsourced and maintained by separate entities, most likely comprised of workers that never play the game.
Every piece of this game feels completely disconnected from the other, it feels like a draft proposal for a game, completely unfledged out, and in reality should have just sat on someone’s desk somewhere.
The thing is, I do not think people were hired for the purpose of making a great game, they were hired to construct a shell that 343 could hide their monetization scheme inside, that’s why this game feels empty, and lonely.
As a longtime fan of the franchise, I have come to expect a certain level of entertainment and a feeling the people who created it care about the soul of the game as much as the fans, as far as I’m concerned, the duty of care for the franchise has been abandoned.
I actually think that keeping forge and Tatanka on the same version of Slipspace is a big emphasis for 343. With how much money BR’s and extraction shooters are bringing in, being able to launch a large BR mode that comes with a map editor would be a pretty big leg up on a lot of other competitors in that space.
The campaign is probably never getting an update, and we’ll just see a full blown independent campaign sequel in the future. That’s my guess
If the Slipspace engine is planned to be used for future Halo titles then any issue they have with Infinite will be fixed behind the scenes before they start using it for the future projects.