Epic Games makes Flappy Bird clone in Unreal Engine 4 to show ease of game creation

In March, Epic Games announced it would let anyone use its new Unreal Engine 4 tools to make games for the price of $19 a month, plus a small percentage of the game's revenues. Today, the company released its first Unreal Engine 4 game, but instead of a high end title like the Unreal series, Epic decided to offer a small mobile and web browser game to show it can handle smaller scale titles.

The game, released for iOS and Android devices, is called Tappy Chicken and yes, it is a Flappy Bird clone, However, this game, which is also available as a HTML5 browser title, was created by one person, Epic Game artist Shane Caudle, in about a week with Caudle having no previous experience in programming.

The secret is Blueprints, which allows anyone to make and/or modify an Unreal Engine 4 game with no coding needed. The Android version of Tappy Chicken also supports Google Play leaderboards and achievements, while the iOS version uses the same features under Game Center. The download is less than 30 MB for both mobile versions so the game can be grabbed via cell networks instead of using Wi-Fi.

All of the content and code in Tappy Chicken is available to check out and modify with an Unreal Engine 4 subscription and Epic plans to update the game with each major release of the engine, adding in new features as well as bug fixes.

Source: Epic Games | Image via Epic Games

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30MB?! Seriously?! We used to have games like like on the Commodore64 and Spectrum, hell, even Centipede on the old Ataris is similar, if not more complicated and they would all come in at under 1MB. What the hell is in the rest?

More like "under 30kb", not "under 1mb".

And just the fact that a game on C64 and a smartphone may seem generally very similar, there is hardly any comparison whatsoever in any single aspect of those applications, internally.

C64, NES, GB etc. software 1. were made by real programmers, many of which are/were about 1000 times more capable and talented than current run of the mill programmers, 2. use the hardware's synthesizer chip for sounds, not huge audio streams, 3. use fundamentally different approaches to drawing / generating graphics, textures etc., as well as for all the instructions that make up the game itself, 4. use extremely optimized code size-wise and performance-wise written for a very specific specialized platform.

Edited by audioman, May 23 2014, 7:31am :

We're talking here about a framework to develop games - this is the advantage of a framework - with just a little bit of coding you can have a nice game just because the framework offers a lot of functionality by default.
The disadvantage is, of course, the size and some overhead.
The same can be said about .NET or Java applications - there's some overhead, the final size of the app is bigger but you can develop quite fast.

Windows Phone / Windows RT support is in in the works, but probably won't be available for a good long while yet.

Their primary mobile focus in iOS and Android.