Earlier quoted context omitted.
There was a company recently launched by some of the people behind Godot that is specifically aimed at providing game console support in line with what other engines offer. https://w4games.com/
Yeah, does it cover .NET though?
The Death of Unity
181–190 of 242 posts
Re: The Death of Unity
#182Earlier quoted context omitted.
There was a company recently launched by some of the people behind Godot that is specifically aimed at providing game console support in line with what other engines offer. https://w4games.com/
Yeah, does it cover .NET though?
Re: The Death of Unity
#183Earlier quoted context omitted.
Revenue isn’t profit. So if you build a toy game and it takes off without a solid business and pricing plan you could be stuck and have to shut it down. Seems like that makes Unity is a very bad place to start.
Yeah I mean, there's a reason I'm not using it.
I've been "game development adjacent" for most of my career. By that, I mean I'm not a game developer, I'm mostly a web developer, but I've done a lot of game development-like things in my projects over the years, including a 4 year stint where I built a VR app for foreign language training.
My impression during the last 20 years of my career is that game development lacks a lot to be desired in the "professionalism" side of software development. At least, on the indie side. I obviously don't know anything about what large studios do. But large studios aren't using Unity, either.
In the non-game development world, almost all of the best tools for development are free and open source. There are several different packages to choose from for any task, and they all pretty much integrate together. They support well-defined, open standards. Their developers work hard to make the software be stable across minor versions. And the tools--and thus the pipeline of developers--between small and large projects, small and large teams, are largely the same (caveat some scale-managing orchestration tools that one can get by without perfectly fine without users ever noticing on the small scale).
Before you might scoff-in-JavaScript at that statement, just spend some time trying to do indie game development. I've yet to encounter even a major version upgrade in a web dev tool that was as painful as even some patch upgrades were with Unity. Alternatives are vastly different. There's very little code one can share between even two .NET-oriented game engines. Thus picking one of those alternatives effectively shuts you out of the larger job market.
I used Unity heavily for about 5 years, after already having extensive, other software development experience. I very quickly grew a reputation with my peers for being very effective. Most of that effectiveness was just me writing tools to fix all the technical project management deficiencies in running a Unity project. Developing in Unity felt like the 6 months that I'll never get back of my early developer life doing FoxPro development. Unity is like Crystal Reports. Unity is like Dreamweaver. All those things in enterprise dev were also shitty, take-it-or-leave-it siloed tools. Yet I only ever encountered them in large corporations being ran by pointy-haired managers. And one would certainly never start a personal project using one of them.
Re: The Death of Unity
#184Earlier quoted context omitted.
A thought occurred to me a few weeks ago... it was another Hacker News thread, forget which, but someone had mentioned the specific case law which cemented this fact. Maybe it was Ford himself? The details escape me, but afterwards, companies were forced to prioritize shareholders above all else. But legislators aren't exactly forbidden from creating new types of companies. As ignorant as I am of most things business…
Existing corporations can already do what you describe. The fiction that a corporation's fiduciary duty to its shareholders means "profits above all else" didn't become a thing until the 1980s, when Reagan's "greed is good" became the driving mantra of capitalism. A "B" corporation, for example, is just a C corporation that has voluntarily agreed to a set of governance rules.
Re: The Death of Unity
#185>Imagine releasing a game for 99 cents under the personal plan, where Steam takes 30% off the top for their platform fee, and then unity takes 20 cents per install, and now you're making a maximum of 46 cents on the dollar. Not only that, but with this predatory practice of taking any percent (steam, apple) or fix dollar value, makes just having a game up a potential liability. If you need to refund anyone you are re…
Re: The Death of Unity
#186Happy to see the end of Unity as a Linux user. The Linux versions of games were very poorly optimized, and instead of native ports we got buggy, slow, unstable games, for years. Also Unity games were mod unfriendly, meaning that those games are mostly dead by now. And I don't know what it was exactly, but Unity games (specifically the RPGs) seemed to lack some sort of gritty realism with character interaction and mov…
Re: The Death of Unity
#187Earlier quoted context omitted.
Unity is cheaper only in certain circumstances. UE5 is free and then you pay a 5% royalty on gross revenues over $1m. This avoids a lot of the issues faced by indie developers with the new pricing model (having to pay for copies you give away, having to pay a flat fee that eats the profit margin of 99p games, needing to pay for a subscription up front etc.)
Unreal is cheaper if you intend to stay within the free threshold of less than $1 million in sales, you can't beat free. But if you have dreams of having a hit with more than $1million then I can't find any scenarios where unreal is cheaper. Let me know if you can think of an example. And very very quickly unreal is more expensive. For example at $2 million in revenue unreal would cost $50k in royalties. Assuming a g…
Assuming Unity Pro ($2000 per seat per year) - first 1000000 installs are free, next 1000000 priced as follows: 0.15 * 100000 + 0.075 * 400000 + 0.03 * 500000 = 60000$ + Unity Pro for each seat.
Re: The Death of Unity
#188>Imagine releasing a game for 99 cents under the personal plan, where Steam takes 30% off the top for their platform fee, and then unity takes 20 cents per install, and now you're making a maximum of 46 cents on the dollar. Not only that, but with this predatory practice of taking any percent (steam, apple) or fix dollar value, makes just having a game up a potential liability. If you need to refund anyone you are re…
This is basically committing hara-kiri on the product and looks to be effectively a company killing decision, unless there is something we are missing ?
Re: The Death of Unity
#189Earlier quoted context omitted.
Yeah I mean, there's a reason I'm not using it.
Several reasons. I've been "game development adjacent" for most of my career. By that, I mean I'm not a game developer, I'm mostly a web developer, but I've done a lot of game development-like things in my projects over the years, including a 4 year stint where I built a VR app for foreign language training. My impression during the last 20 years of my career is that game development lacks a lot to be desired in the…
I think part of the equation is that in that space most of the hard problems have been solved for the past 50 years - so while computing at whole is young, some common expectations have started to crystallize and this is apparent in the expected quality of open source tools.
However, in general IMO the software engineering -quality of an open source offering is inverse proportional to it's innovation and novelty. The more niche the domain, the likelier it is the open source there is sub-par per expectations - and not to fault the open source enthusiasts there! It just seems high quality open source either needs some diamond-level craftmanship from few contributors, OR a massive, massive userbase with professional interest aligned with the project.
In open source, another way to view this, is that in popular domains there are hundreds of competing teams creating similarish solutions to similarish well understood problem-solution domains, and then word-of-mouth quickly drives community to contribute those perceived as "highest standard".
From another point of view.
You still need fairly esoteric skillset to contribute to game tech. There are lots of things that simply are not taught that well together, and everyone needs to do lots of hard work to enmesh these concepts in their head to a whole. The work is not magical or rocket-science-hard, just something esoteric that manages to combine stuff from super hard or poorly defined domains like numerical computing and art into what is basically a frivolity. The implied hard work means you need same competence basically to contribute to game tech meaningfully where you could be curing cancer, doing actual rocket science or something of actual impact. As a field, games have an abysmal reputation of abusing talent and naivety. Anyone in their right mind absolutely not driven to develop games will choose any other field. Hence it's no wonder game tech is kind of ... random often.
Re: The Death of Unity
#190Earlier quoted context omitted.
A thought occurred to me a few weeks ago... it was another Hacker News thread, forget which, but someone had mentioned the specific case law which cemented this fact. Maybe it was Ford himself? The details escape me, but afterwards, companies were forced to prioritize shareholders above all else. But legislators aren't exactly forbidden from creating new types of companies. As ignorant as I am of most things business…
> specific case law which cemented this fact. Maybe it was Ford himself? The details escape me, but afterwards, companies were forced to prioritize shareholders above all else. I think there was a thread (don't recall if I saw it on HN or reddit). Someone said Dodge brothers (?) sued Ford (?) because Ford was trying to give it's employee raises (?) or reducing their working hours (?).
https://en.m.wikipedia.org/wiki/Dodge_v._Ford_Motor_Co.
Basically Ford wanted to cut shareholders dividends to dramatically increase production and the number of people employed in his plants while at the same time cutting the costs and prices of his cars.
He told his shareholders that the goal was the long term benefit of the company and the value of this strategy to them was not a consideration for the plan.
Shareholders didn't like it and the Dodge brothers, who were among the largest ones, indeed sued him.
The court held that Ford could not lower consumer prices and rise employee salaries. It also upheld the order requiring that directors declare an extra dividend of $19.3 million.
Many people point out at this lawsuit when questions arise as to why corporations squeeze as much value as they can for the shareholders at the expenses of basically everything else.