Deakul
Augur
What a fucking disaster.
Campaign is currently pretty broken. Saving and loading breaks a lot of missions apparently.I played a 15 minute skirmish and it was great. Not touching it again for another month, though, given how badly you lot are laying into it. I assume some game-ruining bugs are just hiding around the corner.
Saving and loading is extremely difficult to program. Considering this stuff isn't even taught on universities, and even these who received normal SW eng university education are supposed to learn this stuff themselves, it's no strange that games from new/these who could get away with it because of fame studios (especially Ukrainian and Russian) are full of save related dangerous bugs.Campaign is currently pretty broken. Saving and loading breaks a lot of missions apparently.I played a 15 minute skirmish and it was great. Not touching it again for another month, though, given how badly you lot are laying into it. I assume some game-ruining bugs are just hiding around the corner.
I dunno.Saving and loading is extremely difficult to program. Considering this stuff isn't even taught on universities, and even these who received normal SW eng university education are supposed to learn this stuff themselves, it's no strange that games from new/these who could get away with it because of fame studios (especially Ukrainian and Russian) are full of save related dangerous bugs.Campaign is currently pretty broken. Saving and loading breaks a lot of missions apparently.I played a 15 minute skirmish and it was great. Not touching it again for another month, though, given how badly you lot are laying into it. I assume some game-ruining bugs are just hiding around the corner.
Strangely ToE has also one of really bad bugs that would be very unlikely to happen in game from me, or from some other competent developer raised in garage games era.
Well, git gut before you apply for kickstarter, there is no shame in writing an noncommercial freeware first, then doing larger projects. Poor creativity in programming skill, lack of university level of self-education, these things doesn't help anyone.
I assume we did text file only because its the easiest and most intuitive, and very easy to check for errors since its human readable.There is problem how to reconstruct efficiently game model, and how to avoid breaking save game compatibility between versions. Dumping RAM, or serialization, is straightforward, but it's not what's needed.
(BTW Why would anyone sane bother with storing stuff as text file? Normally it's compressed binary, and protection against data loss on HD/RAM corruption.)
It's more about this, imo. Now that it's in 'release' state they can start selling it at larger discounts without people calling them out on pre-release fire sales. Anyone who wanted to buy it at list price or small discount has already done so. They obviously need more revenue.So it's basically still in early access?
Oh well, it's gonna be -75% off sooner or later.
Strategy in 'unity' lol. GL optimizing that, it would probably leak less memory if rewritten entirely in flash.
Judging by the demo, it could use some texture optimization and data compression seems like a cpu overkill.
So I expect this will be dealt with, however, I sincerely doubt that anything can be done with the engine in its current state.
It's not the game assets that eat so much resources, it's the bad engine code and all the emulation it does under the hood.
I think the devs are probably testing it on i7 with 32G of RAM so they don't even notice the leak.
They just inflate the requirements to make up for it, regardless of the fact that the game would run on 2G RAM with a proper engine.
Look at DK1 and how it rendered hundreds of units on huge maps with no fps drop whatsoever on 386 hardware in DOS.
Also look at modern strategy games which render hundreds of units on huge maps with no fps drop, like civ, starcraft and homeworld.
They all pack proper engines, and unity is not capable enough to deal with so many units at the same time.
This is a reason why I think this, otherwise very nice project, was doomed to failure from the very start, and that is unfortunate.
How much crack did you smoke before typing that? DK1 runs on a modified Magic Carpet engine which is an impressive but also a very demanding engine. DK1 is "playable" on a fast 486 but for SVGA and smooth gameplay you need at least a Pentium 120 with 16MB of RAM.Look at DK1 and how it rendered hundreds of units on huge maps with no fps drop whatsoever on 386 hardware in DOS.
How much crack did you smoke before typing that? DK1 runs on a modified Magic Carpet engine which is an impressive but also a very demanding engine. DK1 is "playable" on a fast 486 but for SVGA and smooth gameplay you need at least a Pentium 120 with 16MB of RAM.
I do agree with the gist of your comment, Unity is an abomination it's a miracle Skylines runs as well as it does.
From what I can tell the sim is a very different scenario because it basically just diplays a set of textures and animations.
They are all predefined in a sim, while a strategy game needs pathfinding and unit decision making on the fly.
So naturally, more units means more calculations at the same time, and that is not something a mobile game engine can handle very well.
My point is that in a sim you can get away with having zero pathfinding and decision making.I believe most of the speed problems in unoptimized Unity games are related to loading resources from memory (including graphical resources). Back-end calculations shouldn't be much of a factor.