• Removed “Make MMO” button from Edit menu. ;)
Unity 5 released with upgrades, full-featured free version
31–40 of 152 posts
Re: Unity 5 released with upgrades, full-featured free version
#32> This graphic, provided by Unity, will help make things clear: What a joke. Both include "Unity 5 engine with all features." Except that they don't. If you click "Get Unity 5" you see a list of differences[1] between the two. That list used to be a little longer though. [1]: http://unity3d.com/get-unity
Re: Unity 5 released with upgrades, full-featured free version
#33Earlier quoted context omitted.
Making $3000 in a quarter is a pipe dream? Why do you say that? The indie game market is not all that crowded, if we're thinking about games like Dear Esther, Gone Home, The Stanley Parable, Sword and Sworcery (all of which did way better than $3000 a quarter). Gamasutra, the other day, was lamenting the fact that there aren't enough games in this space. Assuming we're not talking about the very difficult mobile mark…
Because most of them aren't? You're naming the hits, but it's a lot harder to remember the games that failed (or the ones that didn't even make it out of development).
What I see is some incredibly successful indie games where the niche is so narrow you can't believe it made money at all (think of a brutal puzzler like AntiRoom, which was another very successful one).
I guess what I'm really asking here is what you think the barrier is, because it's not an incredibly crowded market. On mobile, just getting your game noticed is next to impossible. That's easier in this space. Or maybe you disagree?
Re: Unity 5 released with upgrades, full-featured free version
#34Xamarin, we're looking at you... :)
Re: Unity 5 released with upgrades, full-featured free version
#35I absolutely love unity. I've been playing with it on and off for the past few years and it has been surprisingly easy for me to pick up. The free version has a pretty spectacular feature set. I've had a lot of fun with 2d mode- as a learning project I recreated the Monkey Island I Melee Island scenes with mixed sprites from Monkey Island II. Such a blast re-creating a game from my childhood. I really need to find mo…
The problem with Unity from game-player POV is that it's too easy. It means that anyone can make games, and I've seen too many games now that have beautiful art and crappy play experience. The games feel slow and controls sluggish. It seems that developers assume that Unity would take care of everything and they do not have to consider performance of responsiveness at all. Whenever I see Unity splash logo I'm getting…
Nintendo tried that with the Nintendo 64:
Yamauchi took a different approach with the SNES' successor the N64, however, which was released in 1996 at least partly to distract attention away from the disastrous Virtual Boy. Yamauchi admitted at the 2001 Space World event that he had deliberately ordered the N64 be difficult to develop for. The intention behind this was to discourage untalented third-party developers from releasing poor-quality games -- it was no longer practical for Yamauchi to personally approve every game -- but the plan backfired somewhat: given the commercial success of previous Nintendo systems, third-party developers were still keen to get their games on a Nintendo console, and this consequently led to a number of sloppy, low-quality third-party games that clashed significantly with the high-quality first- and second-party titles that were being released on the platform.
(from http://www.usgamer.net/articles/hiroshi-yamauchi-the-iron-fi... )
Re: Unity 5 released with upgrades, full-featured free version
#36Earlier quoted context omitted.
Because most of them aren't? You're naming the hits, but it's a lot harder to remember the games that failed (or the ones that didn't even make it out of development).
Your observation is sort of predicated on the idea of a shipped game. Do you think there are mountains of shipped games in that market that made little or no money at all? I'm just not seeing that. What I see is some incredibly successful indie games where the niche is so narrow you can't believe it made money at all (think of a brutal puzzler like AntiRoom, which was another very successful one). I guess what I'm re…
http://store.steampowered.com/search/?sort_by=Released_DESC&...
Re: Unity 5 released with upgrades, full-featured free version
#37Nice response to Unreal Engine price change. Now the hard part is trying to pick which one to learn and use. Competition is a good thing.
The timing is really, really close, but it's hard to believe they were able to roll all of this out in a day -- it's a new version on top of the licensing change. I think it's more likely to be a response to Unreal Engine's earlier price change of $19 a month than a response to yesterday's news.
Re: Unity 5 released with upgrades, full-featured free version
#38That said, I'm still uninterested in using Unity because of the implications of having a black box engine that underlies your project. Being able to step into the engine code is too important to my understanding and my ability to debug problems, not to mention the possibility to implement your own bugfixes or otherwise modify the engine.
In addition, the collaboration story with Unity still isn't great once your team scales past "tiny." Unreal and its Perforce integration were built and battle-hardened in the forge of AAA studios with hundreds of artists; Unity still encourages you to use a proprietary "Asset Server" which they charge extra for, and even then it gets awkward and prone to irreconcilable merge conflicts once you go past two or three people on a team.
Having said all that, yay competition!
Re: Unity 5 released with upgrades, full-featured free version
#39Earlier quoted context omitted.
An aspiring indie with zero track record should choose based on the strengths of the tools themselves. Making $3000 in a quarter is a pipe dream, let alone 100k over any time scale.
Making $3000 in a quarter is a pipe dream? Why do you say that? The indie game market is not all that crowded, if we're thinking about games like Dear Esther, Gone Home, The Stanley Parable, Sword and Sworcery (all of which did way better than $3000 a quarter). Gamasutra, the other day, was lamenting the fact that there aren't enough games in this space. Assuming we're not talking about the very difficult mobile mark…
That is why you won't make $3000, because you won't make $10.
> Dear Esther, Gone Home, The Stanley Parable, Sword and Sworcery
All of which cost at least $100k to make.
Re: Unity 5 released with upgrades, full-featured free version
#40Does that mean it supports Oculus? The previous Personal version didn't.
It does, and the previous version actually did support Occulus. They released a free plugin for it (the free version of Unity) a few months ago.
Now the free version of Unity also supports the Rift. That is indeed new.
EDIT: I am totally wrong!