I don't see how Unity can commit suicide harder then this. So what is the best alternative? Is an open source clone of Unity on the horizon?
>>21568This is a disaster for studios that sell their game. Unity is charging per install not sale (they did clarify as such in a FAQ). Meaning someone reinstalls a game that goes towards the threshold and if crossed the developer is charged. Think about that, gamers have become use to simply deleting a game in their library because they can always reinstall when they want to play it again also the question of how they are going to filter out pirated copies has not been addressed by Unity other then they have "technology" to detect illicit installs. Oh and this means Unity is going to be phoning home every install for this stupid pricing plan.
How did anyone think this was a good idea?
>>21577godot
>b..but it doesn't have x feature!!11!so add the feature. that's what free software allows and how it works.
>>21580do it once and it is available to all indie devs because it's open, over time you have a robust engine.
plenty of devs "license" proprietary engines and end up customizing and rewriting parts of it anyway because it doesn't cover all their requirements. and those changes are never available for other devs because it's all locked behind proprietary restrictions.
other industries have built great products on free software tools, only gayming never did because it is the most cucked sector of software, both in terms of devs who refuse to use anything other than microsoft tools and gamers who will pay through the nose 3 years in advance for "pre-orders".
>>21581Also using Godot means you can't port to consoles because they're proprietary
>well they shouldn't anyway because the purity of open sourceOk I guess they should just swear off the idea of making any money off their game then.
There's a reason why open source is the domain of pampered professional software devs who never have to worry about where their paycheck comes from because they have a day job making intelligent predator drone AI or something
>>21586>>well they shouldn't anywayyeah consoles are proprietary. why do you want to promote completely locked down hardware/software ecosystems when less restrictive alternatives exist?
>pampered professional software devsnice meme. many of us are third-worlders with no job security writing shitty social media crap for rich westoids to "change the world" with. free software is the one thing that enables us to participate free of bullshit like license fees, crazy hardware requirements and pointless legal restrictions.
like i said, all other industries are building upon open tools, cloudshit is built upon open stuff like kubernetes, linux, docker, etc., researchers are moving in their droves to python, excel programmers are too after years of being abused by VBscript or whatever they used.
guess who always refuses? the people who grew up paying $80 every other week for pre-ordered collector's edition recreational stuff which they will enjoy in their overpriced gaming chair, massive monitor/tv screen, and fancy controller/multicolor backlit keyboard. and their enablers who refuse to program anything without a licensed copy of visual studio(tm), on the highest spec video card which never has free drivers, and only with licensed proprietary APIs.
>>21566>>21567people will just use unreal instead. If that dies
then I can see open source becoming a thing.
If you notice most "serious" game dev shops ex:Blizzard roll their own game engines and basically don't use any off the shelf shit at all (other than hearthstone but it seemed liked that was a side project anyway).
>>21606>Unreal Engine is open source.Oh neat, I might look into that later.
>>21607Depends on the console. I know some games currently sold on the switch were made in godot.
>>21611never even tried them out for 5 minutes before getting bored like I have with some of the other generic ones that are probably just like those anyways
i love how you're proud enough about spending thousands of dollars on these acronyms, probably enough for getting a kid through college, that you presume it's sour grapes when i criticize them
>>21616unity is commercial trash and it always has been
you shouldn't be shocked by this news like some authentic stuff was being made with it anyways
>>21596unreal and epic are on the expensive side, and i don't see them doing this shit.
> most "serious" game dev shops ex:Blizzard roll their own game engines and basically don't use any off the shelf shit at alli assure you it's because their tech requirements and not because they're afraid of using licensed software. at any given point, microsoft could turn around and do the exact same shit with their graphics pipeline, and i don't see them using vulkan.
>>21623nah, it's shocking how easily porkies are taken in by the marketing of others like them. a bunch of charlatans make a fancy presentation with the right buzzwords and pretty much the entire porkie leadership gets mesmerized and starts seeing $ signs and higher productivity graphs instantly.
in the case of blizzard it's because they've been an established and successful company from the days when writing and maintaining your own engine was the norm. you bet any new mmo competitor of blizzard's will either try to license some heavily marketed shit or try to shoehorn in one of engines from their other non-mmo products into being used to develop a blizzard-tier mmo because of "cross-team synergies" or some other retarded buzzword thinking. porkies are blinf to absolutely everything except whether line goes up at the end of every 3 months.
>Unity>Unreal>Godot>Love2D>…Those things won't make you creative, or help you make a good game. Look at chess, wei-qi, timeless games. Look at this shit
>>21598, omg it's a car selling game. Wow! That's sure to become an instant classic.
People have forgotten what games are. Including all of you. I don't blame you, I blame society and society's shit you consume.
>>21649löve and godot good tho
uncreative meme shit is another problem
>>21659side scrollers are good practice
gamedev is a sort of work so you need practice and that's what people tend to start with
it isn't always profit motivated
also baba is you, a pretty creative sokoban-esque game, was made with multimedia fusion 2, a game engine
>>21673>That would require more coding skill for newbies.You keep reinforcing my point. People start with the tool, not the game they wish to make. Coding too hard – go for a WYSIWYG game maker. The game maker they choose limits them to certain kinds of games.
>>21674We're talking about games. I am not talking about concepts (a hero in a fantasy world, a sci-fi rts, …), I'm talking about gameplay, the actual game. A game is much more than its graphic assets.
For example: the game where you take a piece of paper with squares, and then you draw lines, point of the game being to complete/collect as many squares as possible, drawing one line per turn. You can take this concept and make it soldier placement, bombs, completing tunnels, mining, doesn't matter how you dress it up, the actual gameplay stays the same.
>>21676>Maybe that's all you're seeing because that's the channels you follow.I was going off of the examples given, the anon I responded to said "sokoban-like" game, another said sidescrollers are good practice. I actually enjoy board games much more than video games. I rarely play games that are younger than 5 years, not because I think "old is better", but precisely because I don't really follow any game release channels and stick with what I know. Coincidentally, most new games are actually shit.
>>21677Yes. So be the first who gets copied, don't be the one who copies.
e.g.
https://en.wikipedia.org/wiki/A_Game_of_War >>21678>We're talking about games. I am not talking about conceptsGameplay doesn't materialize from nowhere as someone absentmindedly pounds at a keyboard.
>Coincidentally, most new games are actually shit.Most new games have been shit since video games as a medium existed.
>>21679>Gameplay doesn't materialize from nowhere as someone absentmindedly pounds at a keyboard.Sure. But we can agree that certain tools are best suited for certain kinds of gameplay? You can use a wrench as a hammer, but that's not what the wrench is best at doing. Good analogy actually.
Choosing game dev software before knowing what kind of game you want to make is like choosing a hand tool before you know what you want to build. If you take a wrench, then it's best to build something using nuts and bolts, probably out of metal; if you take a hammer, then you will build something using nails, probably out of wood. Sure you can bend metal with a hammer and twist it until it holds, and you can use a wrench to drive in nails, but it will be extremely difficult.
If, on the other hand, you have a plan for what you want to make, then finding a tool to do it will be easier.
Take for example first person shooters on consoles. The controller is not that well-suited for quick movements and precision (unlike a mouse), so FPS games have auto-aim. The controller is simply better at certain games than others, yet that doesn't stop game developers of porting every single game to consoles. PS1 (or 2, can't recall) had Diablo on it. Now why would I want to play a game like Diablo with a controller? And that's why it wasn't a success, but a failure.
In my opinion, all good, timeless games have the quality of being super easy to learn and grasp, but give you near-infinite possibilities how to play them. And that's the kind of games I'd like to make.
>>21680>But we can agree that certain tools are best suited for certain kinds of gameplay?Yes, but I fail to see how this relates to the point I made. I specifically referred to your point that people don't want to make "new games/gameplay" because it's reductive to how creativity generally occurs. Calling Baba is You "Sokoban no. 9273839" is strange, but it makes sense if your perspective of making something "new" is that someone does something never before seen independent of the outside world rather than building upon existing concepts you're aware of and exploring directions others haven't.
Also it can be cool to see games made with engines that weren't designed with that type of game in mind. If someone wants to make something like Sonic Robo Blast in the Doom engine or pinball games and top down shooters in RPGmaker then I'm all for it.
>>21683>Also it can be cool to see games made with engines that weren't designed with that type of game in mind. If someone wants to make something like Sonic Robo Blast in the Doom engine or pinball games and top down shooters in RPGmaker then I'm all for it.>>21680<You can use a wrench as a hammer, but that's not what the wrench is best at doing. Things aren't "good" just because they are hard. People making pinball games in RPG Maker should rightfully be mocked as idiots, much like people who use a wrench as a hammer should be.
>if your perspective of making something "new" is that someone does something never before seen independent of the outside world rather than building upon existing concepts you're aware of and exploring directions others haven't.That's… that's just everyone's perspective of what it means to be "new", otherwise it is
derivative by definition.
I just looked at Baba is You. Cool concept, but the gameplay is a sokoban derivative, you move blocks to trigger effects and pass levels. The innovation is in the look, feel and "skin" of the game, under the surface it is sokoban. I am not saying it isn't creative, or a new game, it simply isn't as innovative as creating a completely new game.
Re: board games, you can class board games as card drafting games, worker management games, some have a mix, by ultimately they're derivatives of a style of gameplay. Not all of them are the same, some utilise a gameplay better than others, some have more interesting "lore" and win conditions, some have better replayability than others.
I was just saying I am interested in gameplay, the core of the game, and I'd like to create something new. Something that people could take and make hundreds of derivatives and "new" games out of. But that's just me. I was simply trying to add to the discussion and have anons think about what a game
is, and not what it presents itself as. And gameplay often does come down to representing complex, real-world effects, actions and conditions in a simple, entertaining way. For example, my dislike of games of chance aside, take Risk, attackers have two dice, defenders have three, to simulate the advantage a prepared defensive position would have in a real-world scenario.
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