Most Unity devs are kind of creatively minded or at least attempt to do. If they wanted FPS they would use one of the 7 engines that are primarily focused at that and save dozens to hundreds of hours
Polish for any game requires a good amount of time. The more graphics oriented the game is, the more polish it will require.
My guess would be that most of the people with the time and resources to spend heavily for graphics end up spending their time with more widely known game engines.
Unity tends to attract developers that are looking for a more streamlined way of getting from start to finish.
I imagine that with 3.0, we might see more visually powerful things coming to Unity. But even then, we’ll have to wait a bit. These things take time. And Unity still isn’t all that well known outside of Indies.
I don’t think too many developers are interested in creating FPS. It’s a genre that has simple gameplay but has HUGE asset requirements to pull off well and sustain interest.
With most of the big PC games having 100’s of artists and a plethora of engines aimed specifically at FPS most developers will go else where. Having said that, getting a basic FPS running in Unity is pretty straightforward and once you have the basic assets for your game it shouldn’t take more than a couple of hours to get a good basic framework with core functionality up and running for a single player game.
Most developers that use unity are not trying to compete with big commercial projects. I guess the higher price of Unity and its strong point being portability to web and handheld devices aims it more at experienced developers targeting smaller projects leaning more towards the casual player who may not even have a gamepad, mouse or keyboard.
I’m not saying its not good for creating FPS
But it is a non genre focused technology so whatever you want to do, you have to do it from 0.
For an FPS, I would clearly go with UDK, C4 or Torque as they are pretty much focused at that, have fully existing sample games around that and have the networking fully implemented for this purpose.
In addition at least UDK and Torque have real dedicated servers which is a must have if you have multiplayer in mind.
For anything but FPS I would use Unity anyday on the other hand
hmmm, so unity isn’t interested in developers who create fps’s?
you say, “getting a basic FPS running in Unity is pretty straightforward and once you have the basic assets for your game it shouldn’t take more than a couple of hours to get a good basic framework with core functionality up and running for a single player game.”
if this is true, why aren’t there tons of fun unity fps games if all it takes is 2 hours? do none of the developers have 2 hours or do they really just not like first person shooters?
you say, “Most developers that use unity are not trying to compete with big commercial projects.”
so like first person shooters are not big commerical projects?
you say, “I guess the higher price of Unity and its strong point being portability to web and handheld devices aims it more at experienced developers.”
so unity is for more experienced developers? then why not go with an engine which supports games like fps’.
you say, “targeting smaller projects leaning more towards the casual player who may not even have a gamepad, mouse or keyboard.”
so unity is targeting people who don’t have any way of controlling the game?
i am not nit-picking here, but i find your response contradictory, all over the place, and very confusing.
all i really want is to download and play a simple unity fps, which you tell me would take 2 hours to develop, and yet it seems there are none? hmmmmmmmmm.
Unity has many tools at your disposal, so I think people use that freedom to go outside the standards
From what I’ve seen about unity, it’d be quite easy to develop a fps.
There aren’t a whole lot of fps games made in unity, but that doesn’t mean there are none. Although with so many possibilities, why make the same ol’ things?
“Why there aren’t tons of fun fps games made with unity?” My guess is because coding the game easely in unity is one thing, but making all the 3d art (characters, levels, weapons) also you need sfx and music, that takes a lot of time, and maybe money.
@sevenseasgear
Because a good FPS can’t be done in two hours.
Not because Unity wouldn’t be capable of building the basis for a good FPS but because making something good costs time and talent in a) the art (geo, tex, sfx, …) and b) the code department (making it slick, AI, scripted events, tweaking physics, …) - on a sidenote i have to say that this can be art as well.
It’s a llittle bit like with those MMOs. Most people who are new to game dev are dreaming of doing exactly this but don’t see all the work behind it and those who know what they are doing are more developing smaller games which they also can finish and where a market exists (you know games like Half Life 2 exist as well).
If you want to create a FPS in Unity you’ll have to build quite some functionality which you otherwise (like for instance in specialised engines or other general purpose engines which ship with more core functionality) might get for free on your own.
The point of unity is to make your own games from scratch, it’s easier to use than most engines, but it doesn’t do all the work for you. For many of us, that is it’s big selling point. That we aren’t constrained by someone elses predetermined ideas and can develop our own systems and gameplay ourselves.
I’d recommend looking at the FPS tutorial, if you know the absolute basics of coding then you should be able to pick Unity up pretty fast and will learn a lot more doing it yourself.
If you haven’t got the time or inclination then your best bet is to go elsewhere.
If you do decide to have a go yourself the FPS tutorial can be found here:
You might actually find Unreal and torque harder to use if your not familiar with game dev. Both those engines are powerful and geared towards FPS, but you have to invest quite a lot of time sifting through a lot of separate systems and utilities that take some getting used to. But you should be up and running within a couple of weeks.
You might also want to look at the 3rd preson shooter example project
It should be quite easy to combine techniques from both projects, and other resources like the detonator project and I recall a banana FPS weapon pack being released recently.
the hard part may be getting your own character models and animations in. You haven’t mentioned much about what your expecting to do except play a FPS.
What exactly are you looking for? Are you trying to see if Unity is capable of making a cool FPS from a technical standpoint? The best way to resolve that is to actually use the engine and play around with prototyping, not playing a finished game.
There isn’t an easy or simple answer to the questions you’ve asked so far. Unity is an engine targeted toward indies. It’s cheap, incredibly flexible and has a workflow that is about as fast as you can get. Indies usually don’t have a dog in the FPS race. The costs are just too high and, in order to compete, you need dozens and sometimes hundreds of people on staff to keep up with the status quo. At that point, you’re definitely not an indie anymore.
Up until a year ago, Unity could only be run in OSX. That kept away the majority of the hobbyist PC game community and also had an effect on the types of games most Unity developers were interested in making(ex: typically not AAA style PC games). The demographics are just now starting to adjust with much more people using the technology. PC mod teams usually stick to existing games because so much of the work has already been done and they can just change what they need and add everything else on top. Many of the people in these teams and communities are also making their mods for the purpose of trying to get a AAA game industry job. It makes more sense to use an engine that’s used in that part of the industry, of which Unity isn’t.