The game got greenlit in just 17 days, it got 2000 votes “yes” the first day on steam yet MANY negative comments about using assets - in other words I changed 90% of the game ever since last year to address the negative comments.
Here is proof of the game entering top 5 on steam…the votes yes/no are split as you can see:
You’re probably now wondering about the negative votes. Yes, accusations of asset flipping that I’ve addressed over the year. Literally 80% or more of the game had changed since getting greenlit.
Now for the real bad news: Why I am abandoning the project?
Couple of reasons:
As much as I Iike Unity I don’t think it’s a good program for that type of games. I’ve experienced all sorts of “weirdnesses” since I started the game. Crashing for lack of ram, scene literally disappearing forevr after electricity outage during clicking the “save” button, getting way too heavy etc. etc.
Creating fps yourself is hard task. I had to deal with programming, mapping, video editting, sounds, making models, buying models, converting models…
Still you’re staking part of your future on a single game/single project that nobody can predict the outcome of.
My advice for now is: Use unity for mobile but not console/pc and stick to bulk-creating average mobile apps. Don’t attempt to reach ‘cult’ status from one game even if you aren’t using unity but forget this especilly if you’re using unity.
Not blaming it. Greenlight was the easy part…like I explained. Just trying to help devs to realize that unity is best for mobile and low-draw-call things. Maybe cryengine is best for fpses and udk for complex stuff. Working from directx from scratch and making your own engine should be the other approach - it will take years but you have total control and avoid any glitcthing afterwards.
I’m looking for your game on Greenlight but I can’t find it. If I can’t see your game there I’m just gonna asume you are a shill and this is an elaborate way to promote other engine.
If Unity has 75% of the performance of “doing it from scratch” that doesn’t absolve you from needing to optimize your hand made game. It just means you need to optimize when there are 1m tris on screen vs when you have 750k in Unity. Meanwhile you’re spending years building it all up from scratch when you could’ve spent a third of the of time optimizing your game better in Unity.
It’s all about effective use of your time. Every hour you spend writing your engine is an hour not spent optimizing, building better assets, marketing, designing levels and so on.
still won’t change a thing from my previous post: not gonna give links for now…for various reasons. no, i am not “jewish shill” or whatever secretly working for crytek - forget the conspiracy theories.
long story short: unity is still good and decent, just maybe not the right one for me.
Nah. Unity has a lot of issues. I still remember double-fireballs glitch (introduced in 5.2 and the workaround could involve writing your own animation system). Defending the engine is not the right way to go → such attitude does not get bugs fixed.
Still to touch 5 but 4.5 has some issues like…realoding all the libraries due to a bug 0_0. An operation that took me literally a whole day once (happened to have about 20 gb in 3d files in the project at the time…yeah that was a SLOW load lol…).
source control. Wont stop all loses, but will prevent big ones
No-one said game dev was easy. if you cant afford to pay other ppl you have to do it all yourself. This would be no different between any engines
no risk = no reward. No-one ever got anywhere not taking a risk. You’re already greenlit though, so this seems like an oxymoron… it would be more of a risk spending a year before trying to get GL.
Wait, are you freezing it or abandoning it? The two don’t mean the same thing.
The issues in 1 are much more likely due to user error than an inherent flaw in Unity. The latter two have nothing to do with the engine at all. Creating any game is a hard task and you’ll need a way to get assets for whatever game you make on whatever engine you use. As for working by yourself, plenty of people around here are on their own and are making it happen. There are multiple avenues available to get you assets, but you ultimately have to be the one to see it through.
I think this should have been the point of your first post, rather than “Use unity for mobile but not console/pc…”
There’s no denying Unity has issues, it does. But let’s stick to the ones that are actual issues.
Actually, I think you’ll find that if a developer gives up after a few months, blaming their tools and the potential customers, the outcome is very predictable.
How is that ever greenlit. It is proof that people just thumbs up knowing they’ll never buy it. The trailer is at best 5 to 10fps, and meaningless. I won’t even start on the rest, but this is not something that is ready for greenlight.
Basically I’m glad you’ve frozen it. Some things should be learned from, this is your learning game. Remove it from steam and focus on a small roguelike or fun 2D title, something people can respect you for - assuming your goal is commercial.
I can forgive this if it’s a free hobbyist thing. I wouldn’t forgive it if any money was charged for it.