Might and Magic X

Anyone playing this? To me it seems like the biggest released (not betas or alphas) game to use Unity so far. I have only played a bit but I’m enjoying it.

I will say the loading transitions are a bit rough (installed on an SSD) and that is something I’ve seen in other Unity games and never been able to solve in my own project either. I guess LoadLevelAsync is just gonna be a bit pokey no matter what.

For funzies I was also trying to pick out what asset store packages they used. I think the menus feel very Ngui and I think they might even have a few of the default graphics in their menu systems. Most of their game data is bare XML files so glancing at them I noticed references to Audio Toolkit so I guess that’s another one they used.

The game looks great!

Shows unity is capable of high end games.

I have been playing this and have noticed not only long loading times, but generally poor performance. I’m not sure if it’s the fault of Unity or the developers. It looks good for a Unity game though!

Yeah, I bought it but I am disappointed.

The textures are very low definition (ugly), and I can’t seem to be able to change that in the menu. There is a hidden parameter “TextureQuality” in the config file, I changed it but it didn’t change anything.

Also it seems to make my computer heat a lot, so I gave up on playing it for now. Didn’t know it used Unity.

Pretty sure they outsourced all the texture work for cheap so they aren’t amazing. I’m comparing them to old ass games like MM8 so they look fine to me. However, I did hear there were some download problems where some copies can’t increase the texture settings past the lowest setting. Might be worth trying to download again if you aren’t metered.

Bumping this because did anyone notice the “modding kit” is just a Unity project?

I downloaded it and opened it up and you can check out the first dungeon (the Spider Lair) right in Unity just without any of their source. Pretty interesting to look at.

Looking at it though I noticed they exported their terrain to a mesh which I think is fairly common. However, it is a single 32k triangle mesh. I don’t have a lot of occlusion culling experience, but isn’t that problematic for OC since it’s one big mesh? The terrain in question is also just a slightly uneven floor, isn’t that a bit heavy performance wise for that effect?

Similarly, I noticed that details I would expect to be more driven by a normal map (uneven bricks on a wall) are actually done as mesh details so that simple walls are several thousand triangles.

I’m really enjoying the game but with the widespread performance complaints I wanted to poke under the hood to see if it was a Unity thing or some mistakes made in rapid development. I’m just a noob though, what do you guys think?

Pretty clearly an issue with developer inexperience. There’s no reason the game couldn’t run well if it was optimized properly. The “problem” with Unity, if you want to look at it that way, is that you can not really know what you’re doing and still produce something that kind of works. This is great for learning and motivation, but the flipside is that you can get stuff like M&M X. To produce a professional game that runs smoothly, though, you still need to have some experience and skillz.

–Eric

Are the two things I listed indicative of developer inexperience? I don’t have any professional experience so I’m genuinely curious.

Those aren’t very optimal things to be doing, certainly.

–Eric

LMAO, low standards?

http://www.escapistmagazine.com/videos/view/zero-punctuation/8758-Might-Magic-X-Legacy

Problem with Unity is it’s horrible, for high end PC / console games it’s super horrible and an endless battle… BUT, luckily enough it’s endlessly tweakable, so you can pretty much gut it and start again.

I gather you can stick it down to inexperience, but I’m not surprised people with money and dreams of 3D grandure epically fail at making games with Unity unless you have a small team of engine developers… But let’s face it if you had the money to hire a bunch of engineers of that caliber… You wouldn’t be using Unity HA :)…

That’s not correct; you don’t need a team of engine developers, simply some knowledge of how 3D graphics work, and how Unity works. If you want to make a cutting-edge AAA game I suppose Unity would be “horrible”, but for a game like M&M X it’s fine (if you have a decent idea of what you’re doing).

–Eric

I’ll agree M&M games have never been known for their graphical prowess and for all intensive purposes, things probably could have been done better. Apart from that, I recon they were up against it… Whilst engine developers aren’t necessary, it’s highly recommended :smile:.

Some guy with knowledge of 3D graphics and Unity really won’t cut the mustard. Are you honestly saying nobody at Ubisoft or sub developers working for them knew a bit about 3D and Unity? I find that hard to believe. They could phone a friend / 50 / 50…

I’m wondering, I see you have a fair amount of middleware… I really want to see what games you’ve done Eric :).

“For all intents and purposes.” :wink: This topic isn’t about me, so I’m not going to rise to that bait, sorry…

No, that’s pretty obviously not what I said. Anyway, Ubisoft is the publisher, not the developer.

–Eric

I’m just interested, no bait intended… I’d of thought they could of got some help from somewhere, they would have had enough money to get some support from Unity themselves. So something doesn’t add up? See what I mean.

P.S I know it’s intents and purposes, but it doesn’t sound as kool :P… Thanks for the correction master Yoda, with your telepathic force like powers.

“I’d have”, and “could have”. :wink: It’s not like there are no decent-sized Unity games out there which run well. Also, it’s not like there are no non-Unity games which run badly. I have no idea what went on with development, but the evidence is right out in the open that their handling of assets leaves something to be desired in terms of optimization, at least.

–Eric

,
Eric it’s 4:34 AM and you’re giving me lessons on English grammar? What exactly is wrong with you? Why must you feel a compulsion to correct others? To feed some sort of superiority complex?

You obviously understood the context to correct it in the first place.

As for the rest, vanilla answer that didn’t require text.

Nowhere near 4:34 AM here. I’m sorry you’re unable to handle any corrections. Personally, I appreciate it if someone lets me know if I’ve been doing something wrong, because then I can get better.

–Eric

Corrections are one thing, attitude is another. That’s something to work on ;).

“I’m sorry you’re unable to handle any corrections”

Hmm, exactly why would you be sorry that I couldn’t handle something? Also how exactly do you know that I can or can’t? You’re the guy in the bushes aren’t you? That’s exactly how you know everything about me!.

As much as I find this amusing Eric and I do find out of context word manipulation by someone clawing away to get the upper hand funny.

Back on Topic…

I’m not surprised M&M had performance issues :).

I’m sorry you’re unable to handle it because it apparently makes you write unpleasant posts full of personal attacks. I am surprised M&M had performance issues, or at least I wouldn’t have expected it. I didn’t see anything in the game that would cause that; most of it isn’t particularly graphics-intensive. The way the dungeon was constructed starts to explain it though.

–Eric

Out of curiosity, how would you have constructed it?