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Member Since 07 Mar 2008
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Posts I've Made

In Topic: Amazon Lumberyard... whats the point?

09 February 2016 - 10:36 AM

What cost are you talking about?  GameLift is a separate service (if you already use AWS using something like Chef to handle auto deployment is pretty easy and free) and it didn't seem like it was a requirement that it had to be a mult player game so you don't have the AWS cost either.


I agree I don't see what new they offer that will make droves of developers switch.  C++ just seems like a bad idea for that kind of tool.  At least UE4 has Blueprints that can do pretty much everything you need.  I'm sure it will end up being just as popular as Autodesk's Stingray game engine.

In Topic: Looking for an engine for a 2d action RPG.

05 February 2016 - 10:29 AM

Maybe RPG Maker, but you aren't going to find any solution that isn't going to require quite a bit of legwork on your end.  You want a list of very specific things and most game engines are made to be as generic as possible.


As for Unity, I don't think your team has really looked in to what it can do.  Everything on your list is very achievable with some coding.

In Topic: Footware at work

04 February 2016 - 10:59 PM

Shoes are pretty optional at work.  Not uncommon to see people bare foot in the office though.  I can see it as being a safety thing to wear shoes but some people in game development aren't always keen on taking frequent showers.

In Topic: Unity vs. a more "lean" game engine

04 February 2016 - 11:08 AM


The good reason is it gives them more fine control. The bad reason is it makes them feel superior and smart. (I'd rather not reinvent the wheel.) The third reason is not bad and it is simply that some people can't get their heads around Unity.

Good point. I do like having not only control but also _understanding_ of what's going on. But you have to draw the line somewhere, else we would all still be writing in assembly. =)



The more I've progressed in my career and the more games I've released at work I've cared less and less of what is going on under the hood.  Getting results done faster and with (usually) less hassle is more important then being able to fiddle with all the knobs.  And thus Unity has become more and more my go to tool.  But when you want to do something that Unity wasn't built for then it is a massive pain because there are no knobs.  The native extension system for Unity is pretty good even on Windows and Mac if you need to do things Unity wasn't made for.  You can't change the physics system that Unity uses but if you need fluids or something you can write that in C++ to run fast in native land and pipe the results to your scripts.  Community support is super as well.  Nearly every question I've ever had has already been answered on Unity Answers.


One huge gripe I have is you are going to have a bad day if multiple people need to make updates to the same scene.  You can negate a lot of this by prefabing everything out but it sucks to go commit your change and see that somebody else has committed it first.  Scenes are saved as YAML so you can merge them by hand but it is a pain.  The other big thing is if you have a good sized project with a few hundred or more scripts Unity seems to like to recompile all of them if you make a code change so it can take several seconds to get Unity responsive again.

In Topic: Non Steam players and my Steamworks Game

31 January 2016 - 06:09 PM

If you have your own game and/or matchmaking server then there is nothing stopping you from having people on Steam play against people on other platforms.  Just pass through their Steam ID with the login to your server if you need to track if they are from Steam or not.