WingedKagouti on 23/11/2017 at 11:52
Quote Posted by Nameless Voice
Why reinvent the wheel?
Because sometimes the wheel is made of an inapropriate material, has too much extra bling bogging it down, the assembly manual got lost, is actually an octagon or oval instead of a circle, or maybe you want to see if you can make a better wheel (or at least get to understand why the wheel is useful).
Nameless Voice on 23/11/2017 at 12:50
Hey, I'm all for reinventing the wheel, but you still have to bear in mind that if you spend all of your time doing it, you won't be able to spend that time working on a better carriage.
Obviously this doesn't apply if your concept relies on completely different notions that don't need wheels in the first place.
qolelis on 23/11/2017 at 14:12
Quote Posted by Craeftig
Of those who use SDK's. What's your opinion of the ones you've tried? It strikes me that Unity is the go to choice for indies.
Before I decided, I tried (for a month or two) Unity, Unreal, and even the CryEngine, but that was like 1½ years ago, so I can't really say much about how they differ today. I ended up with Unreal, because it had some data structures already implemented, which I wanted at the time; I liked the built-in landscape editor; and because I liked Unreal more than the others. I think a lot of it boils down to personal preference: if you like working with a particular engine, then it's probably the best choice for you. There is also a chance you won't need any of the engines I tried, or might find another engine you like better -- or even end up writing your own -- but for the 3D environments I had planned, the aforementioned engines felt like the best to choose from: as a solo developer I didn't want to have to maintain engine code or spend time on other common fundamentals already done (and probably done better) by someone else.
My best advice is to try them all out (as many as you are comfortable with) and choose the one you like working with the best (go through a couple of tutorials (on as diverse topics as you have time for); check how much documentation there is and maybe how active/helpful the community is; if you plan on doing major modifications, check how accessible the source code is (the source proved helpful to me even if I might never modify it); check the choice of scripting language(s); check extra/hidden fees; try to assess how easy it is to implement the main feature in the game you want to make; check out the games made for each and also games similar to yours; check how well the engine interfaces with external tools (e.g. does it work with the tools you plan on using or, if not, can you switch tools?); can you overcome the disadvantages if you like everything else? etc.... If you are solo, checking out the asset store for each engine might also be helpful (the controversy of that is another story).
demagogue on 23/11/2017 at 15:14
I liked Unity. The workflow was intuitive to me and the large community is a big advantage, all the tutorials and assets and no question is too obscure where someone won't have good advice. The best game concept I have going, the French Revolution Sim (top down perspective), is on Unity, and it feels like a natural fit.
But if I were making anything first-person-ish, I might as likely build off Dark Mod's engine at this point because I know it inside-out and I already have a good idea how to script features for it, and most of the concepts I have (I like the term FPIF better than walking-sim; for one because I like my adventure games to have a lot of interaction) would want to keep most of the player features ... the movement, mantling, inventory system, object manipulation, and since Doom3 mechanics are still around, it technically let's you run the gamut setting wise from fantasy to scifi to practically everything in between.
Yakoob on 23/11/2017 at 19:18
I went back to Unity cause I'm used to it, so it was quicker to get started. Unreal or Unity, eitherway I can get my game done, it's just a matter of works fastest in my case.
As for making stuff, I tweaked my boxart to make a little promo.
Inline Image:
https://i.imgur.com/60ZfaNV.jpgHappy T-day, y'all.
Pyrian on 24/11/2017 at 07:21
When I started, Unreal didn't really cater to indies yet. I have a lot of issues with Unity, but it is the devil I know. I periodically think about switching, especially on a day like today where the "inherit velocity" particle properties depend on the simulation space property without actually mentioning that little detail when you select them. I'm not eager to start over again, though. I have a deep suspicion Unreal is going to annoy me, too.
Nameless Voice on 24/11/2017 at 11:05
One of my reasons for choosing UE4 was basically this: Epic Games have been making game engines since the late '90s. Their engines have been used in a large number of professional games since then, and have got better with each version. Therefore, I trust them more to be able to make a good engine than the relatively smaller and more recent Unity.
But I thought the question was more "are the frameworks good?" not "hey, let's argue about which one is the best!"
And the answer to that is: yes.
Craeftig on 25/11/2017 at 12:33
Quote Posted by Nameless Voice
One of my reasons for choosing UE4 was basically this: Epic Games have been making game engines since the late '90s. Their engines have been used in a large number of professional games since then, and have got better with each version. Therefore, I trust them more to be able to make a good engine than the relatively smaller and more recent Unity.
But I thought the question was more "are the frameworks good?" not "hey, let's argue about which one is the best!"
And the answer to that is: yes.
SDK's are undoubtedly necessary if you're a an indie developer. I think the two things necessary have happened to make it possible for small teams to be sucessful. That's the the move to digital on the PC side and the advancement of SDK's like Unity, UE4 and possibly Lumberyard.
Pyrian on 30/11/2017 at 06:16
The bartender is truly faceless. Kind of creepy.