gromit
Arcane
a full pathing obstruction system in 7.1
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a full pathing obstruction system in 7.1
That proves not that Unity is the problem. As i have tried out the Unity i had no problem with my own (not the modules that you can buy in their unity store) written load and save functions. Bought modules in unity store like the blueprints in epic marketplace can naturally make problems. And just because some games came out, that are good proves that you can make a good game in Unity and in the end every one will struggle at some point with any engine. An engine is a tool and all depends on how you use a tool to which work.Uh, no? Don't you remember how Obsidian reported that getting something as mundane as a save system working was a hurdle for them? I'm sure there were countless other technical difficulties that they had to wrestle with that we aren't aware of that ended up affecting the final product. It's not an OK engine, it's awful. The only reason anyone uses it is because it's cheap. It has nothing to offer as far as technical competence goes. Just because a few games have come out that seem OK does not mean that they did not have to struggle with the awful technical aspects of the engine that may have affected the end product in some negative manner, one way or another.I think that The Long Dark proves you wrong and in PoE the engine is/was also not the problem. Firewatch is also good and made in unity and also T:ToN (here i restrain myself from any judgement until i have the finished product in my hand). Every engine has it's pros and cons, but i still have not seen a game that was bad because it used Unity. I admit that the dynamic shodows memory leack was annoying in WL2, but it was definitly not a deal breaker.
I liked the Unity in certain aspects more than UE4 and CryEngine, but at the end the pros of UE4 outweigh the pros of Unity and CryE4.From Copper Dreams to the Stasis Cayne DLC, you may not like Unity, but it what's you have to play. Beggars can't be choosers.
But I'd wait and see how an Unreal engine indie/mid-budget RPG plays like before judging. We haven't really had any yet. I guess the first will be Bard's Tale IV?
That proves not that Unity is the problem. As i have tried out the Unity i had no problem with my own (not the modules that you can buy in their unity store) written load and save functions. Bought modules in unity store like the blueprints in epic marketplace can naturally make problems. And just because some games came out, that are good proves that you can make a good game in Unity and in the end every one will struggle at some point with any engine. An engine is a tool and all depends on how you use a tool to which work.
So when developers (in this case Obsidian) say that they are having technical issues due to the engine, it's not the engines fault? Obsidian are shit developers so it's not too much of a leap to think that they are just being their usual incompetent selves, but when a good portion of different developers have something to complain about the technical aspects of the engine, one starts to wonder. Even Shadowrun Returns didn't have a real save system in place, and it still doesn't. Dunno if they ever made one for Hong Kong. It's an engine that was originally inteded for mobile apps, not big projects like cRPGs, and it shows. Unity Engine games are pretty consistent with their poor optimization with lots of stuttering and jerkyness even with high end rigs. There's a limit to how much a developer can do before the engine's limitations become too much. Right now I'm playing Subnautica and on recommended settings with a bretty decent rig I get some hic ups when loading new land mass. Caves of Qud is made with Unity and that game has a problem where the save file would snowball in size until it became so big that it would become corrupted and you'd have to start over again because of that. I had a save file that went all the way up to 1 gigs of memory :S. They've fixed it, kinda, by slashing the memory it would eat by 60%. The problem still persists, but to a lesser degree as it takes a while longer before your save file gets corrupted. They keep trying to fix the issue to this day.That proves not that Unity is the problem. As i have tried out the Unity i had no problem with my own (not the modules that you can buy in their unity store) written load and save functions. Bought modules in unity store like the blueprints in epic marketplace can naturally make problems. And just because some games came out, that are good proves that you can make a good game in Unity and in the end every one will struggle at some point with any engine. An engine is a tool and all depends on how you use a tool to which work.
? What's unreal about Shadowrun's save system
So when developers (in this case Obsidian) say that they are having technical issues due to the engine, it's not the engines fault? Obsidian are shit developers so it's not too much of a leap to think that they are just being their usual incompetent selves, but when a good portion of different developers have something to complain about the technical aspects of the engine, one starts to wonder. Even Shadowrun Returns didn't have a real save system in place, and it still doesn't. Dunno if they ever made one for Hong Kong. It's an engine that was originally inteded for mobile apps, not big projects like cRPGs, and it shows. Unity Engine games are pretty consistent with their poor optimization with lots of stuttering and jerkyness even with high end rigs. There's a limit to how much a developer can do before the engine's limitations become too much. Right now I'm playing Subnautica and on recommended settings with a bretty decent rig I get some hic ups when loading new land mass. Caves of Qud is made with Unity and that game has a problem where the save file would snowball in size until it became so big that it would become corrupted and you'd have to start over again because of that. I had a save file that went all the way up to 1 gigs of memory :S. They've fixed it, kinda, by slashing the memory it would eat by 60%. The problem still persists, but to a lesser degree as it takes a while longer before your save file gets corrupted. They keep trying to fix the issue to this day.That proves not that Unity is the problem. As i have tried out the Unity i had no problem with my own (not the modules that you can buy in their unity store) written load and save functions. Bought modules in unity store like the blueprints in epic marketplace can naturally make problems. And just because some games came out, that are good proves that you can make a good game in Unity and in the end every one will struggle at some point with any engine. An engine is a tool and all depends on how you use a tool to which work.
The right questions should have been did Obsidian develop their own safe system or did they buy one from the asset store? The same applies to Subnautica and Caves of Qud. I have found around 13 different save system scripts modules in the unity asset store and twice as many json and xml parser.
Here are some from the list:
https://www.assetstore.unity3d.com/en/#!/content/768
https://www.assetstore.unity3d.com/en/#!/content/28799
https://www.assetstore.unity3d.com/en/#!/content/39410
https://www.assetstore.unity3d.com/en/#!/content/58448
....
https://www.assetstore.unity3d.com/en/#!/content/19686
As i have mentioned implict before: i usually make my own modules, because i know then what the module does and how to change it so that i get the desired result. If Obsidian developer have bought one, then naturally there could have been problems, which i normally skip due to my desire to know exactly the state of the process.
Patching something together from different developers may seem to be cheap, but at the end it will cost more then you gain. Perhaps Obsidian developer should have integrated the safe system first?
No, you're wrong. Shadowrun's save system has been "real" since Dragonfall's release.The fact that it wasn't (((really))) a save system. It just saved you within the nearest check point, which the game did before anyways. I think they just added more check points when they "updated" the save system.
No, you're wrong. Shadowrun's save system has been "real" since Dragonfall's release.The fact that it wasn't (((really))) a save system. It just saved you within the nearest check point, which the game did before anyways. I think they just added more check points when they "updated" the save system.
I'd imagine that Obsidian made it themselves since they implied as much.The right questions should have been did Obsidian develop their own safe system or did they buy one from the asset store? The same applies to Subnautica and Caves of Qud. I have found around 13 different save system scripts modules in the unity asset store and twice as many json and xml parser.
Here are some from the list:
https://www.assetstore.unity3d.com/en/#!/content/768
https://www.assetstore.unity3d.com/en/#!/content/28799
https://www.assetstore.unity3d.com/en/#!/content/39410
https://www.assetstore.unity3d.com/en/#!/content/58448
....
https://www.assetstore.unity3d.com/en/#!/content/19686
As i have mentioned implict before: i usually make my own modules, because i know then what the module does and how to change it so that i get the desired result. If Obsidian developer have bought one, then naturally there could have been problems, which i normally skip due to my desire to know exactly the state of the process.
Patching something together from different developers may seem to be cheap, but at the end it will cost more then you gain. Perhaps Obsidian developer should have integrated the safe system first?
Stephen Kick from Nightdive Studios will be on the show this weekend talking about the System Shock game and kickstarter.
I've reached out to MCA with an invite but no clue if he'll be on or not.
Powered by Unreal Engine 4, and featuring 3D photogrammetry to recreate lush, detailed Scottish architecture and landscapes, The Bard's Tale IV will bring back maze-like dungeons with devious puzzles and riddles, and dynamic phase-based combat against a host of monsters, beasts and brigands.
Source: http://segmentnext.com/2016/07/01/system-shock-remake-might-playstation-4/We’ve been listening to your requests and have started discussions with Sony regarding a PS4 release – at this stage we can’t confirm System Shock on PS4, but we will follow up with an announcement in the near future with more details.
--- Stephen Kick, CEO of Nightdive Studios and Creative Director on System Shock
t. dev of yet another shitty unity game.I just created an account so I can participate to that discussion on Unity.
I have to say that I totally agree with Darkzone :
- It's not because there are a lot of shitty games made with Unity that Unity is shit.
- Unity and UE are tools; the results only depends on how we use them. Yes there have been some memory leaks with Unity, but most shit Obsidian had came from their own stuff. It would also have been shit with UE4. And PoE would still have been a shitty game. I mean, there isn't any save system in Unity or UE4, so they are basically saying they can not code properly, or they bought a shitty asset on the store?
- Devs are using an engine that do much stuff for them that they previously had to do themselves, which reduce their cost. So yes there are some bugs but do you know any software without bugs ? It's a trade-off to consider when developing a game: do everything yourself or accept the few bugs of the solution. Maybe they should have made everything from scratch, but they would have cried a lot more because they would have done even more shitty things and would not have anyone to blame. There are bugs in Unity, and there are bugs in Unreal, that's it. (Maybe Unity should go opensource so the developers could contributes to the debug process, but that is an other debate)
I say most of those things by experience because I am developing a game for 2 years -- yes, with Unity, good guess. In fact I started with UE4 for 3 months and I hated it. It was not about pricing; there are a lot to consider when using an engine and UE4. I personally think that UE4 is better made for AAA team with huge budgets a huge team, because it is slow. Moreover there is a complete separation between developer and "artists", their coding pipeline suxx, their blueprint system "visual coding" is shit, their engine is laggy, their code hot reload is slow and fail often, their documentation is poor, etc.
The only thing UE4 really has is shinny shaders and post fx stuff, but again, it totally depends on the quality of your models and textures, and totally useless if you do not want a "realistic" look.
Well, I do not know yet, we will see when I release it. But even if it's the case, Unity won't be the one to blame.so your game is probably shit too
We both come from a dev perspective and i assume we both have used different development systems before and therefore we know what we talk about.I just created an account so I can participate to that discussion on Unity.
I have to say that I totally agree with Darkzone :
so your game is probably shit too
A very good statement. What kind of game is it that you make?Well, I do not know yet, we will see when I release it. But even if it's the case, Unity won't be the one to blame.
void Item::save(ostream &os) {
os << pos.x1 << ' ' << pos.y1 << ' ' << pos.x2 << ' ' << pos.y2 << ' ';
os << info_index << ' ' << cur_stack << ' ' << rotated << ' ';
os << condition << ' ' << last_updated << ' ';
if(storage != NULL) {
os << true << ' ';
storage->save(os);
} else {
os << false << ' ';
}
}
void Item::load(istream &is) {
is >> pos.x1 >> pos.y1 >> pos.x2 >> pos.y2;
is >> info_index >> cur_stack >> rotated;
is >> condition >> last_updated;
bool has_storage;
is >> has_storage;
if(has_storage == true) {
storage = new Grid;
storage->load(is);
} else {
storage = NULL;
}
}
Save system is problem domain specific, not engine specific.That's a lot of fail from Unity developers if they can't manage a save/load system, one of the most straighforward elements of a game engine.
Literally from my first game
Code:void Item::save(ostream &os) { os << pos.x1 << ' ' << pos.y1 << ' ' << pos.x2 << ' ' << pos.y2 << ' '; os << info_index << ' ' << cur_stack << ' ' << rotated << ' '; os << condition << ' ' << last_updated << ' '; if(storage != NULL) { os << true << ' '; storage->save(os); } else { os << false << ' '; } } void Item::load(istream &is) { is >> pos.x1 >> pos.y1 >> pos.x2 >> pos.y2; is >> info_index >> cur_stack >> rotated; is >> condition >> last_updated; bool has_storage; is >> has_storage; if(has_storage == true) { storage = new Grid; storage->load(is); } else { storage = NULL; } }
I say most of those things by experience because I am developing a game for 2 years -- yes, with Unity, good guess. In fact I started with UE4 for 3 months and I hated it. It was not about pricing; there are a lot to consider when using an engine and UE4. I personally think that UE4 is better made for AAA team with huge budgets a huge team, because it is slow. Moreover there is a complete separation between developer and "artists", their coding pipeline suxx, their blueprint system "visual coding" is shit, their engine is laggy, their code hot reload is slow and fail often, their documentation is poor, etc.
The only thing UE4 really has is shinny shaders and post fx stuff, but again, it totally depends on the quality of your models and textures, and totally useless if you do not want a "realistic" look.