Show HN: A friend and I spent 6 years making a simulation game, finally released
101–110 of 289 posts
Re: Show HN: A friend and I spent 6 years making a simulation game, finally released
#102Earlier quoted context omitted.
Thank you! 1. All 3D assets and music was done by our contractors. All paid work. On average, one model is probably around $500. 2. C#. We both were familiar with it and it is a great language. Lots of nice features, easy to work with, lots of tools, less error prone (looking at you C++), has reflection (very helpful for serialization and code gen), and if you know what you are doing, it can be very performant (avoid…
So what exactly is the utility of Unity in this setup then?
Re: Show HN: A friend and I spent 6 years making a simulation game, finally released
#103Part poor impulse control, part believing in the HN filter, part doing my part to support idealistic founders putting their time and opportunity where their mouth is.
I hope that you find great success.
Re: Show HN: A friend and I spent 6 years making a simulation game, finally released
#104Oh man, yet another Windows only game! I haven't owned or used a Windows system. I would love to play/pay for this game or Anno-1800 and few others. Is the Mac/Linux community still so small that no one cares about it? I'd think with all the noise & competition for Windows gamers, surely there's an untapped market of other OS gamers! The reason I love a similar style game, Factorio, is that it runs on Mac and other p…
Re: Show HN: A friend and I spent 6 years making a simulation game, finally released
#105Earlier quoted context omitted.
We do use Unity that does lots of heavy lifting for you regarding porting to other platforms. However, it's not always that easy as checking a box. For example some shader optimizations may be specific to DirectX. File system works differently (no "User/Documents" on Mac). Or issues with native libraries. Our game does work on Linux Proton though, that was a surprise to us.
It's pretty straightforward to have an abstraction for file systems with "special" file locations, it's been common in app sdks for at least a decade in a half. Unity doesn't have something like that? Eg you would never use /tmp or %USER%/AppData, but call a function File::getPath(TempDirectory) or something like that.
C# has the very Windows-centric https://docs.microsoft.com/en-us/dotnet/api/system.environme...
Unity itself has the Application.*Path properties for some more general cross-platform-aware paths. https://docs.unity3d.com/ScriptReference/Application.html
Re: Show HN: A friend and I spent 6 years making a simulation game, finally released
#106Quoted post unavailable.
Re: Show HN: A friend and I spent 6 years making a simulation game, finally released
#107Re: Show HN: A friend and I spent 6 years making a simulation game, finally released
#108Best of luck and rock on!
Re: Show HN: A friend and I spent 6 years making a simulation game, finally released
#109Re: Show HN: A friend and I spent 6 years making a simulation game, finally released
#110I’m a sad. No Mac. :-( Looks really good. Congrats man. 84% overwhelmingly positive isn’t anything to sneeze at too. The experience must have been amazing. I learned more about computers in developing games that were 1% of what you’ve done. No matter the financial outcome you are winning at nerd life, which is the only life that matters (other than to your spouse your family and friends).