Because of this, the game is currently available for free from Epic Games so that those who are willing to create content can do so or simply test the game. It is still in early alpha, and has been made available to the public for crowd-sourced development. The game is being developed using the Unreal Engine 4. The earnings from the marketplace would be split between the mod/content developers and Epic in order to earn revenue from the game.
He also discussed the creation of a marketplace where developers, modders, artists, and gamers could exchange mods and content. Polge stated that the project would take many months before the game would be playable by gamers, and that the game would be available to download for free. Development was focused on Windows, Mac, and Linux, although it is currently not known if the game will receive a port to eighth-generation consoles. The development team aimed for the game to be true to its roots as a competitive FPS, with no drastic changes to the series' arena-based gameplay.
All code and content was made available to Unreal Engine 4 developers on GitHub. Anyone from the community who had knowledge of the Unreal Engine was invited to participate in the development of the game, collaborating with one another through discussion boards. The game was built by the developers from scratch, using leftovers from Unreal Tournament 3 as placeholders. Work began with a relatively small development team mainly composed of Unreal Tournament veteran players, fans, and Unreal Engine 4 developers. The source code of the game is published on GitHub. Epic Games has been using forums for discussions and Twitch livestreams for regular updates. Its development is crowdsourced and open to contribution from anyone. The development for the game started on May 8, 2014, with a message from Steven Polge detailing how the project will be handled with the community, following the commercial failure of Unreal Tournament 3. The weapon roster is kept intact from Unreal Tournament 3, but two new weapons are added: the Grenade Launcher (which reverts the Rocket Launcher to its UT2004 status) and the Lightning Rifle along with the Sniper Rifle. The gameplay remains the same as past entries in the franchise, but with a new movement set, closer to that of Unreal Tournament (only the wall jump from newer games is present) but with new in-game abilities such crouch-sliding and wall running replacing the multiple jumps from past entries. Unreal Tournament 4 is the latest (as of 2018) first-person shooter entry in the franchise. 4.3.1.4 Weapons which have been in the game since release but were never Unreal Tournament 3 placeholders.4.3.1.3 Weapons which were added after release.4.3.1.2 Weapons which are no longer Unreal Tournament 3 placeholders.4.3.1.1 Weapons which retain their Unreal Tournament 3 placeholders.But I have plans to expand ports to other games and even create my own unique levels. And because of that, I’ve decided to dedicate larger portion of my time to create levels for Reflex Arena.Īt the moment I’m specialized in porting levels from other games into Reflex Arena, like for example legendary Deck 16 and Morpheus from Unreal Tournament 99. It’s almost more addicting to build levels than play the actual game ? But when you also actually play levels you’ve created or re-created, the feeling is incredible.
I don’t have to spend 3 hours figuring out how to place few polygons, I can create great looking levels in 2-3 days. It requires some learning, but you can get the hang of it in minutes. And that’s advanced level editor with a learning curve of building in Minecraft using blocks. And this game has one thing no other arena shooter ever had, including before mentioned giants. Particularly Quake 3 Arena because it shares very similar motion and weapons loadout. I’ve bought this game Reflex Arena, which is a spiritual successor to big names like Unreal Tournament and Quake 3 Arena.