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Re: Unity 2.5 for Windows - sooner than you think
[Re: FBL]
#259487
04/06/09 13:26
04/06/09 13:26
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Joined: May 2008
Posts: 121
ortucis
Member
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Member
Joined: May 2008
Posts: 121
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I don't know why people are actually defending Unity Indie as a complete engine for 3D games. It isn't. The toolset is great and the Mac compatibility is great and all (I won't deny that). But the fact: 1) If using Indie, you will have to work around the lack of even basic features like dynamic shadows by having some cartoony (or radical cell shaded.. something like that) look for the game to avoid complaints (which people who play 3D CAN make even for AAA games) about shadows and all (ever heard of Resident Evil 4 port to Windows?). 2) Every "hit" game being linked to for Unity is created by the Pro version. Every tutorial and blog mentioning Unity is by devs using the Pro version. Indie version, simply put, is useless for a "proper" (not cartoony) 3D game (hell, even TGE 1.5 had shadows). 3) When you do 3D, audience expect the visuals to be of high quality or at least come with basic features like dynamic shadows, which games from 6 years ago had. I would like to see Fusion Fall use Indie version. Even NOW lot's of devs have complained about average visuals in the game (and it has nothing to do with art style). It seems like the Indie version is just a learning version in the end. Good luck creating games like this without the usual features (unless you like placing "cookies" everywhere). Personally, I will invest in Unity only after a proper game has been released using A7 when I can at least afford a Pro version. BTW, biggest plus A7 has (as far as I am concerned), free Lite-C version to learn. While people trying to learn Unity without UnityScript seem to be struggling thanks to all tutorials written in UnityScript (and few C# compatible), according to the forum goers there (not making this up, just read around).
Last edited by ortucis; 04/06/09 13:31.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: Samb]
#259531
04/06/09 16:04
04/06/09 16:04
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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I don't see anything in the Kubus video that unity-indie can't do... the same thing we've been talking about the whole thread......... dynamic shadows.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: lostclimate]
#259552
04/06/09 16:48
04/06/09 16:48
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Joined: Feb 2007
Posts: 353
amy
Senior Member
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Senior Member
Joined: Feb 2007
Posts: 353
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I didn´t really look at the Kabus demo but if it really got done with A6 then the shadows can´t be that great. A6 stencil shadows were really crappy and A7 stencil shadows aren´t much better. They are slow, the mesh must be closed, they project through everything, they don´t react to lights correctly, they don´t support transparency, self-shadowing looks really bad,... Even static light maps aren´t that great in A7. The map compiler is slow and produces many ugly artifacts and importing externally rendered solutions often is impossible or a huge pain. So I don´t see how A7 is that great in the shadow department. A7 commercial has stencil shadows and render to texture. Unity indie has full multiplayer, PhysX instead of ODE, a vegetation system and many other nice features which are unavailable in Gamestudio.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: lostclimate]
#259556
04/06/09 17:05
04/06/09 17:05
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Joined: Nov 2000
Posts: 1,534 hamburg
Samb
Serious User
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Serious User
Joined: Nov 2000
Posts: 1,534
hamburg
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I don't see anything in the Kubus video that unity-indie can't do... the same thing we've been talking about the whole thread......... dynamic shadows. I don't see dyamic shadows... just the old z-buffer ones für the characters and baked shadows for the level... but it's nice, that the only complaint about unity-indie is, that it doesn't have dynamic shadows and post-processing effects... well, I have no problem with that, as long as the workflow is much better and things like the colission-system just works without workarounds. unity is for me what I've searched for, easy, fast and useable.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: lostclimate]
#259586
04/06/09 20:03
04/06/09 20:03
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Joined: May 2008
Posts: 121
ortucis
Member
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Member
Joined: May 2008
Posts: 121
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No offense to those who are defending Unity or whatever, but the posts so far have been just comical.
"I didn't bother looking at Kabus example but here's a long rant on why Unity Indie is still better."
"I didn't look at the video at all but the shadows or looks can definitely not be that good if it was made with A6"
BTW, Unity Indie = 11,000 bucks here, not cheap at all for an "INDIE". So telling someone to "oh just buy the pro if you need shadows" is just.. well..
The whole point of Pro license is to start spending big when you are making money with the Indie version. Upgrading to A7 Pro brings sensible updates, like removal of logo and better MP. While upgrading to Unity Pro mean.. well, better shadows and water (and RTT.. among other features).
To all those saying how Indie version can make Kabus like game (HINT: Survival Horror genre). Please do make it, using Indie and release it for review. It'll be really entertaining, the response your game will get.
Also, I am not bashing Unity (read old posts before saying someone is bashing an engine). I just don't think that certain genres will work the same the way they work on A7 version comparable to Unity Indie. I already said it that the editor of Unity is no big deal at least for me (I can work without such editor, nothing amazing) so as far as I am concerned, the only pros is the Mac portability.
Good luck with your games people (I will obviously keep an eye out on the type of commercial games produced with Unity Indie.. so far, none, but maybe in the future).
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