Well this is quite a thread
koyima said:
Some facts about Unity:
- Unity is the engine that brought game engines to the masses with it's cheap pricing scheme. Before Unity, Unreal only had "buy me for a million bucks".
Damn straight. It wasn't until Unity that
any of these slowpokes came along, truly they are the champion of the little people.
koyima said:
- Unity is the engine that brought multi-platform support to become a standard. They started on Mac and currently offer: PC, Mac, iOS, Android, PS3, XBOX 360, Wii, Web, NativeCL and Flash.
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.
koyima said:
- Unity is considered one of the 3 big ones, including: Unreal and CryEngine as stated by the guys making Unreal and CryEngine during interviews.
Ahh... the appeal to popularity. Makes sense to get the main theme of your upcoming posts out of the way early I suppose.
koyima said:
- Unity has a very efficient art asset pipeline - Easier than both CryEngine (which is tailored more to 3dsmax) and Unreal which has limits on how characters have to be constructed for instance.
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.
koyima said:
- Unity offers scripting in 3 languages: C#, UnityScript and Boo - So no limits to what you can script. CryEngine is adding C# support as we speak. Unreal is looking into how it can make it's scripting pipeline as fast as Unity's.
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.
koyima said:
- The new GUI system, which will make it easier to make animated UIs. Beyond that there are already 3 commercial grade GUI solutions. Scaleform is also getting a Unity version and it's easy as hell to write your own.
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'?
koyima said:
- DirectX 11 support - for all the awesome graphics features PC users want.
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
koyima said:
Non-Unity related issues:
- Making an engine from scratch for a game in this day an age of shrinking budgets, is not really an option, unless your game has some feature that is not possible in any other engine, your
best option is to use a tried and tested solution. Simply because you don't need additional risk.
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.
koyima said:
With Unity they can have a prototype working within a day.
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.
koyima said:
What exactly do you think makes an RPG complex? RPG games are complex because there is so much content you need/want to create/handle. Their complexity stems from handling quest trees, randomly generated items and mainly balancing.
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...
koyima said:
Compared to other games, RPGs have simplified AI and slower pacing, which are both great advantages. An AI in an RPG doesn't traverse an island or deal with a physically based world (physics inluded).
CryEngine is a state of the art engine, not because it can handle realistic graphics, but because it can do that while handling high quality physics and AI that is pretty smart (enemies sneak up on you, find alternate roots, hide, work in teams - this in real-time).
To do this in real-time is an achievement, making quests and items isn't as hard as far as tech goes, it can be more time consuming though.
As words fail me
koyima said:
That's a lot of words to say "It's popular, it must be good!"
koyima said:
You can't make a full game with just Ogre3D
Torchlight got thrown down the memory hole?
koyima said:
People who are bashing an engine choice should at least post "their alternative" so I can point and laugh.
A truly constructive attitude to take. No, you're not a Unity shill, but any alternative to it is laughable