"Damn straight. It wasn't until Unity that
any of these slowpokes came along, truly they are the champion of the little people." I have actually reviewed a lot of those engines for commercial use. Most of them have problems, others are even half-finished. Some lack tools and some have ridiculous pipelines.
"Considering that W2 was kickstarted under the assumption that it was targeting devices that feature kb/mouse as standard input, I don't know what you're getting at here. Saying "it has PC and Mac!" isn't a sterling endorsement."
You obviously just looked at my answers, not the questions. Anyway...
"Ahh... the appeal to popularity. Makes sense to get the main theme of your upcoming posts out of the way early I suppose."
Not an appeal to popularity. Again you didn't answer the question. When someone says there are a ton of crappy web-games made with unity, you have to put this into perspective. When over a million have used, it's obvious you will shit. Right?
"I'll admit I can't comment too much here - I make programmer art. But exporting a rigged mesh and material and giving them names has served me well outside Unity, I can't really envision how it could be much more efficient."
Well that's why most artist working with people like you dread implementing assets. Making sure everything goes over smoothly and that your current workflow doesn't need to change is very good for any team. Especially one that needs to implement maybe thousands of assets.
"Ugh, ugh and ugh. I went to the unity home page, support -> documentation -> basics and landed
here. You can click any link on the page and not see any code. You know, to make a computer game. When you finally get to the scripting reference, you can see example functions with at most 2 but generally 1 line of code. I've never seen a game engine so concerned about my impending RSI in my life."
It's a scripting reference, it's supposed to show you syntax, requirements etc. It's not there to teach you how to code. You have books and tutorials for that.
"Woo! It took me about 10 hours to get Qt to share a frame buffer with my own game project (
yeah, yeah - every career programmer has a game project on the side) and now I can use all of Qt's widgets, theming and animation. I imagine this might also be possible in Unity, but again, isn't it supposed to be saving me from adding some 3rd party 'commercial grade GUI solution'?"
Em, again you didn't read the questions. Somebody said the built-in gui sucks. So mentioning that 3 different teams have already made top notch solutions to that problem, with the addition of scaleform is like saying: yep, a problem that has been solved quad-fold.
"Nuts to that. Aside from the fact that any DX11 features would be missing from Linux, Mac and 58% of PC users, nobody funded W2 for the shinies. NOBODY"
Again you didn't read the questions. Someone argued about graphical features. Although it's obvious to anyone that artists make the graphics, some features are what graphics sluts crave. Just cos your a cheapo gamer doesn't mean everyone is.
"I don't think anyone here is suggesting rolling an engine from scratch. Merely that Unity is inappropriate. W2 is a game crying out for a well modelled back end - following good software engineering principles in a language that encourages them will end up making designing a compelling RPG possible. The 3D / GUI stuff is just the presentation / controller layer, bind them to your great back end and then you have a game. The very fact that Unity has 'an interface' and never once mentions an IDE is why it falls short for this project."
So retarded man. That's exactly what people were sugesting in the pages prior to my involvement. Hence the breakdown-explanation.
"And here you've accidentally stumbled into the heart of the matter. Give 100 people Unity, a day later you have 100 prototypes. Never mind that they're
all the same bloody prototype. W2 backers don't want what everyone else is making, and they don't want something plug and play that someone can whip up in a day just with custom art. And in the end, the very features that allow you to have your first-person-walker in a day are what you now have to fight against when you want to make a turn based RPG."
That simply is not true. Go to the Unity website. Count the different genres and gameplay styles. Now go to the CryEngine community and then UDK, guess what 90% FPS. Don't bother going to C4, with 18 games total, you should be happy to see games, not different games.
"Aha, so that's why they chose Unity! It's well known for it's robust quest editor and tools to help balance gameplay and generate items unique to the Wasteland universe. Oh... wait, no..."
No. What I mean is that this is not what you need C++ for (although you can extend Unity with C++ even without source code access). People were saying that you need native code to do the "complex" rpg stuff. That is not were C++ is needed, it's needed when something needs to be more optimized, more efficient, than managed code. So yep: Physics, Rendering etc Unless you are generating "The Matrix" in items, you can work in C# instead.
"That's a lot of words to say "It's popular, it must be good!""
Again when comparing engines in order to make a business decision. Feature lists aren't the only thing in conisderation. Here Drocon says he is making a game, he can list the features and sell it. Would you buy it? Unless you saw reviews, screenshots etc you wouldn't. Well for an engine it's portfolio is : actual completed games, not screenshots and videos.
"Torchlight got thrown down the memory hole?"
So they took Ogre3D and made a game? Yep, that's how it works. You get a graphics engine, throw in the models and there you have it: a bunch of static models with cool effects. What an amazing game... Ogre3D is just a subset of what is need to make a game.
"A truly constructive attitude to take. No, you're not a Unity shill, but any alternative to it is laughable"
Again you ignore the posts I was replying to, constructed your straw man and bashed him down. I say if you have an engine suggestion that better fits the situation let us hear it.
Generally you were the master of "Straw Man Argument". You ignored each and every question prior to my post, constructed your own and refuted your own questions with my answers. Of course since they weren't answers to those questions they give the impression of a "Unity rulez brah", just read the 8 pages preceeding my post BRAH!
Straw man retard!
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