Earlier quoted context omitted.
Is there an easy way to determine what underlying game engine is used on Steam or the Apple Store? I would love to track new releases for the next N months and see how it compares vs historical. Does utilization fall off a cliff?
Considering game Dev is measured in years, it'll take a while.
Unity’s new pricing: A wake-up call on the importance of open source
671–680 of 733 posts
Re: Unity’s new pricing: A wake-up call on the importance of open source
#672Earlier quoted context omitted.
Never every game needs to have insane graphics. For a lot of games, “good enough” graphics is fine.
you're asking for consumers to temper their expectations. Just look at how much crap they threw at Redfall, and that was likely a game many people played on Gamepass for "free". It sucks but part of that "need" for insane graphics is consumer driven. Even though Nintendo games get a lot of flack for how "weak" the Switch is, but their big IPs do cirlcles around the industry, all on one platform without even relying o…
Re: Unity’s new pricing: A wake-up call on the importance of open source
#673Earlier quoted context omitted.
I'm still sad there hasn't been a new Unreal Tournament since 2007. It's all only Fortnite now.
At least we'll always have the first, best UT.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#674Earlier quoted context omitted.
you're asking for consumers to temper their expectations. Just look at how much crap they threw at Redfall, and that was likely a game many people played on Gamepass for "free". It sucks but part of that "need" for insane graphics is consumer driven. Even though Nintendo games get a lot of flack for how "weak" the Switch is, but their big IPs do cirlcles around the industry, all on one platform without even relying o…
Redfall was an incomplete game. Graphics was the least of its problems.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#675Re: Unity’s new pricing: A wake-up call on the importance of open source
#676I think at this point, the real question is who in their right mind would ever build a game in Unity again? I'm sure this will make their company a short term gain in profits, but in very short order no more Unity games will be made . Even if you accept the terms they're proposing, you know damn well they are willing to change the rules at any time at your expense. Unity just became an extinction-level-event liabilit…
It is very very rarely case (at least in my limited years in corporate world) that the leadership is more evil than the board (atleast for public for-profit companies. Even more rare is the board not having this chat with leadership before the announcement.
Most of the value of stock comes from the ability to sell it to someone else who wants to buy it. Who wants to buy stock in a company that has presented a plan to self-immolate?
The current stockholders may see some returns from short term profits, but then they'll be left holding the bag.
This seems like a case where the shareholders are incentivized to oust the board, because the company is going to screw them.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#677Earlier quoted context omitted.
I get that you're writing stylized speculations but in my experience in the games industry, every single point is wrong. It is the most upvoted comment because it touches on a bunch of first-principles-know-nothing boogeymen, but so it goes with Hacker News nowadays. You can keep reading to find out why, or whatever, my dog in this race is (1) I use Unity (2) I don't think they're going to change anything about these…
>If people want to spend their breath agitating for something, it's to get Unity to share the source code for a lower price. while I hate it being gated, it's not that expensive for a medium sized company to get source code access. $3000 + probably some per seat licenses that are orders cheaper than what you pay employees (even significantly underpaid game devs). if you get more than 250k installs you're already payi…
Re: Unity’s new pricing: A wake-up call on the importance of open source
#678Earlier quoted context omitted.
Epic will never have a monopoly as long as Steam exists. They aren't complete fools here, they realize this but are aware that even having a slice of that massive pie is enough to fuel numerous positions in the future.
A duopoly isn't much better
Re: Unity’s new pricing: A wake-up call on the importance of open source
#679Earlier quoted context omitted.
Unity seems to be attempting this in the most deceptive and deceitful way possible, establishing the new Runtime Fee and then offering a temporary 100% "waiver" of the fee if you use their other (presumably inferior) products. As soon as the pressure fades, the waiver will be reduced to 50% and then eventually dropped completely - but of course the new fees will remain. They must think the average game developer has…
> They must think the average game developer has no business sense whatsoever. Well if the reports are to be believed, developers were signing agreements with Unity which allowed them to make unilateral changes to fees. If so, devs really do have no business sense.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#680Earlier quoted context omitted.
And what I am saying is that they absolutely are not designed to do different things any more. That used to be the case, but Unreal has fully eaten Unity’s lunch here in a technical sense. The engine’s roots are in AAA first person, but they have grown it far, far beyond that. It is now a fully capable general purpose engine for anything from 2D puzzlers to AAA FPSes. There just are not games any more for which Unity…
Genuine question, how is Unreal's support for: - Tilemaps generally - Tilemap with rule-based brushes - "Sprite shapes" basically free-form 2D polygon sprite created via a shape editor - 2D collision with polygon colliders (bonus points if the two can work in tandem) - 2D lighting - Snapping things to a grid? Like moving props in a scene on a grid. Or editing a shape to snap to a grid?
> Snapping things to a grid? Like moving props in a scene on a grid. Or editing a shape to snap to a grid?
Out of the box you have [0]. With about 10 lines of code, or a few blueprint nodes, you can support more advanced snapping.
[0] https://docs.unrealengine.com/4.27/en-US/Basics/Actors/Actor...