My advice to everyone: Unity actually kinda sucks.My advice to everyone: do not make engines.
My advice to everyone: Unity actually kinda sucks.My advice to everyone: do not make engines.
You wouldn't be giving up. There would be an initial learning curve but you would be able to prototype so much more quickly and you would discover all sorts of things Unity/etc has that you never knew you wanted.
Reinventing the wheel is almost never worth it.
My advice to everyone: Unity actually kinda sucks.
It does but they all suck for different reasons. I am considering moving to UE4 before the next big project tho.My advice to everyone: Unity actually kinda sucks.
Unity makes a lot of stuff that would take a lot of effort to do from scratch very easy. But the flipside is that it can also make stuff that would be very simple to do very difficult.
It's been a couple years since I used it regularly, but I often found myself fighting with it do something that seemed trivial on the surface. Like trying to have objects update in a specific order.
The people who make Unity don't also make games themselves. So they'll often add features without understanding how they need to be designed for actual production use. You can see Feep's struggles with Unity's animation system in the previous thread as an example.
Not that I'm saying don't use it. Just be aware you're not solving all your problems if you switch to it. You're trading one set for a – possibly easier to manage – different set.
You pretty much just described using any engine that you don't make yourself.Just be aware you're not solving all your problems if you switch to it. You're trading one set for a – possibly easier to manage – different set.
This isn't actually true.Cons:
All hard stuff is hard
This isn't actually true.
Rolling your own engine does not mean writing every single line of code yourself. If I need to load a PNG file I'm just going to use stb_image or lodepng. If I need physics there's jiglib or bullet.
Not only is it easier to make a game nowadays because of all the available cheap engines, its also easier to make an engine because of all the available cheap/free libraries and tools.
I will be responsible for integrating all those libraries together of course. Which can be a large chunk of work in itself. But All hard stuff is hard isn't true anymore.
I mean, this is pretty accurate. But if you're making a complex title, it still ends up saving a TON of time in the long run.Unity makes a lot of stuff that would take a lot of effort to do from scratch very easy. But the flipside is that it can also make stuff that would be very simple to do very difficult.
It's been a couple years since I used it regularly, but I often found myself fighting with it do something that seemed trivial on the surface. Like trying to have objects update in a specific order.
The people who make Unity don't also make games themselves. So they'll often add features without understanding how they need to be designed for actual production use. You can see Feep's struggles with Unity's animation system in the previous thread as an example.
Not that I'm saying don't use it. Just be aware you're not solving all your problems if you switch to it. You're trading one set for a – possibly easier to manage – different set.
I agree that most people are better off using something off-the-shelf, but this is a massive exaggeration. The post right above yours has someone who made their own engine for their game. And most of the games that started the current indie scene – Braid, Super Meat Boy, Aquaria, Minecraft, etc... – didn't use pre-existing engines.The truth is, almost literally no one can develop their own engine *and* content-filled game on a standard indie timetable and group size. It's just incredibly difficult.
Maybe a bit of an overexaggeration, but these are the luminaries of the indie gaming world. I still highly discourage it.I agree that most people are better off using something off-the-shelf, but this is a massive exaggeration. The post right above yours has someone who made their own engine for their game. And most of the games that started the current indie scene Braid, Super Meat Boy, Aquaria, Minecraft, etc... didn't use pre-existing engines.
This means absolutely fuck all to the enjoyment factor of a game.I agree that most people are better off using something off-the-shelf, but this is a massive exaggeration. The post right above yours has someone who made their own engine for their game. And most of the games that started the current indie scene Braid, Super Meat Boy, Aquaria, Minecraft, etc... didn't use pre-existing engines.
Good thing that's not what the conversation was about.This means absolutely fuck all to the enjoyment factor of a game.
This means absolutely fuck all to the enjoyment factor of a game.
I've had this happen at least once, and I feel like more than that, working with engines. I've always worked as a programmer, so it's a horrible feeling to spend time learning a tool, then learn there's some limitation, and there is potentially NOTHING you can do to bypass it. Your only option is to potentially bug a company or developer, and if you are fortunate or important it might get corrected.One of my biggest problems with using other engines in the past is getting quite far along in my project before I discover that the engine has some weakness or flaw or even bug that stops my forward progress. So knowing that no matter where your game design takes you, you can adapt your engine to do it without having to jump through hoops or discover that what you wanted to do isn't even possible on the engine you've chosen and are now committed to, seems like a benefit to me.
One of my biggest problems with using other engines in the past is getting quite far along in my project before I discover that the engine has some weakness or flaw or even bug that stops my forward progress. So knowing that no matter where your game design takes you, you can adapt your engine to do it without having to jump through hoops or discover that what you wanted to do isn't even possible on the engine you've chosen and are now committed to, seems like a benefit to me.
I would love everyone to download and try my initial prototype build. I am reluctant to call it a game as its pretty much just a tech demo atm, but would like feedback to see if its something worth building on.
https://dl.dropboxusercontent.com/u/2022922/mirrorscube/MirrorsCube.7z
Ori and the Blind forest video showing some foley work, which I always find entertaining. There's also apparently another playable character thus far not really shown.
https://www.youtube.com/watch?v=OA8Uzj0tyG0
Is that being made by a gaffer?
Good thing that's not what the conversation was about.
...that clearly wasn't his point?
Wat?
I disagree. The sequence was this:You specifically mentioned games where devs rolled their own engines as a bullet point to the discussion and now you say you didn't mean it that way? If that's not what the discussion was about then why use it as a bullet point? This is video game development - the end result is the only thing that matters. The games you listed, the "indie scene" also have nothing to do with tools discussion. None of that matters. I can only assume 99.9% of developers make games not to pat themselves on the back but to create something for others to enjoy. The means to that end means nothing to anyone but its iterators. You mentioned specific games as a "well check out what some popular games have been doing" comment - which amounts to nothing in the end because... so? Rolling your own engine or using an off-the-shelf program both have advantages and disadvantages and the games that are produced with both aren't qualifiers.
That's the point :|
Feep suggests that almost literally no one can do a certain task.The truth is, almost literally no one can develop their own engine *and* content-filled game on a standard indie timetable and group size. It's just incredibly difficult.
Popstar disagrees, and brings up 5 popular examples of teams that may have done exactly the task that "almost literally no one" could do. (whether those 5 examples are still "almost literally no one" may still be up for debate)I agree that most people are better off using something off-the-shelf, but this is a massive exaggeration. The post right above yours has someone who made their own engine for their game. And most of the games that started the current indie scene – Braid, Super Meat Boy, Aquaria, Minecraft, etc... – didn't use pre-existing engines.
I disagree. The sequence was this:
Feep suggests that almost literally no one can do a certain task.
Popstar disagrees, and brings up 5 popular examples of teams that may have done exactly the task that "almost literally no one" could do. (whether those 5 examples are still "almost literally no one" may still be up for debate)
Popstar was just saying, he thought Feep was exaggerating. That was the point.
Unless I'm massively confused, Popstar agrees with you.I stand corrected on the context but after rereading I still think that is beyond the scope of a the grand majority and doesn't offer much relevance to anyone, hell even most of us, who develop indie games. I can rattle off some of the top names in NHRA but that doesn't mean that status is attainable for everyone with a Mustang nor does it add insight into tricking out your car for the street, which is what a majority of us and other indie devs start with.
I agree that most people are better off using something off-the-shelf...
Unless I'm massively confused, Popstar agrees with you.
I think they were just commenting on the exaggeration, but Popstar please correct me if I am mistaken.
I've had a game using an engine I wrote on PSN and Steam for four years (predating Greenlight!) so when you tell me it's something literally no one can do....He stated what Feep said was an exaggeration - I disagree with this. So no, we are not in agreement.
never talk engines with game developers
Fuck garbage collection. That's one reason I don't use that piece of shit Unity.hey at least we didn't have the programming language talk. Garbage collection, am I right? What a thing! What a thing that is!
You're correct Blizzard. I was just commenting on the exaggeration.
I've had a game using an engine I wrote on PSN and Steam for four years (predating Greenlight!) so when you tell me it's something literally no one can do....
*shrug*
The weird thing is that its not like anyone is arguing that you should always write your own engine.
The disagreement is between you should always use an engine like Unity or Construct or whatever versus you shouldalwaysprobably use an engine like Unity or Construct or whatever.
I usually don't bring up my dislike of Unity because of stuff like this. But its honestly getting a bit dogmatic. Unity has plenty of people singing its praises. It can handle the occasional bit of negative attention.
Fuck garbage collection. That's one reason I don't use that piece of shit Unity.
Since the iOS store is your goal, iOS support was my first question. I'm not familiar with RPG Maker, but there appears to be some sort of middleware available that lets games be exported for iOS: http://www.siliconera.com/2014/09/23/expect-rpg-maker-games-smartphones-soon/So, since we're on engine talk, I'd to like to revisit my quasi question from a couple pages ago. Is RPG Maker okay to use or should I be looking at some other engine? I just want to make a 16 bit style RPG and possibly, maybe, one day, throw it up on the iOS store. I've put other apps on there, but never a game. I just don't want to put a ton of effort into something and not have the option to maybe share it with people.
Since the iOS store is your goal, iOS support was my first question. I'm not familiar with RPG Maker, but there appears to be some sort of middleware available that lets games be exported for iOS: http://www.siliconera.com/2014/09/23/expect-rpg-maker-games-smartphones-soon/
Perhaps someone else actually knows the details of how to test this and whether it costs extra, though.
Off the top of my head I can't remember anyone here mentioning that they use RPG Maker. That's probably why you didn't get a response.So, since we're on engine talk, I'd to like to revisit my quasi question from a couple pages ago. Is RPG Maker okay to use or should I be looking at some other engine? I just want to make a 16 bit style RPG and possibly, maybe, one day, throw it up on the iOS store. I've put other apps on there, but never a game. I just don't want to put a ton of effort into something and not have the option to maybe share it with people.
Oh yeah. I totally forgot about the coming all apps must be 64-bit for iOS. Is there a timeline on 64-bit Unity?No doubt the folks at Unity are in hell trying to upgrade Unity to 64 bit but for a lot of people, doing QA on all those mobile devices, operating systems is a lot of work.
Supporting new devices, new operating systems, if you have the time and smarts to do it, hats off to you. I don't know of any small indies who do.
I'm developing my engine. And why?My advice to everyone: do not make engines.
That's exactly the sort of feedback I am interested in, thanks! I neglected to post a 2x version with numbers. It would look something like this (the player can mousewheel zoom in and out at any time):Just my two cents, but those numbers are really, really hard to read. I had to enlarge the pic to see if it was an 8 or a 5. Maybe a different font choice? Those bars are slick though.
With the programmer art in place and the map sizes I'm thinking of, I would like to make the smaller view at least playable. I am poking at number options at the moment.Ah, if that's the normal player view that's not an issue then.
The test window I'm using at the moment can do 20x10 visible tiles. I should indeed put together some sort of mass unit test scenario. I almost want more unit types before I do that, but now is probably best. Thanks.Blizzard, in regards to visibility, how many tiles big is your game screen going to be? I'm wondering how "noisy" a full screen of units with numbers might look.
Also, I'm not colour-blind myself, but having the numbers in the left corner of a unit directly next to the number in right corner of another may be a problem.
With the programmer art in place and the map sizes I'm thinking of, I would like to make the smaller view at least playable. I am poking at number options at the moment.
The test window I'm using at the moment can do 20x10 visible tiles. I should indeed put together some sort of mass unit test scenario. I almost want more unit types before I do that, but now is probably best. Thanks.
I am trying to have at least a little horizontal visual separation between unit overlays, but I am also hoping that the red and blue choices are good even for color blind people (I think TF2 and League of Legends use red/blue for this reason). I'll make a note that I might want to make the colors configurable. Changing the color is very easy with the current rendering setup.
*edit* Here's a last picture for now, what temporarily hovering larger numbers over the entire playing area would look like: