Unity is pretty versatile. Cuphead, Hollow Knight, Kerbal Space Program, Escape from Tarkov
It's magic in the right hands
Its easy to use and thus gets all the shit like assholes trying to abuse it
But like the above, you have those. Also Battletech and more.
Unity is powerful.
[QUOTE=SunsetTable;53171475]Its easy to use and thus gets all the shit like assholes trying to abuse it
But like the above, you have those. Also Battletech and more.
Unity is powerful.[/QUOTE]
Bad games are fun in their own little way I find.
[QUOTE=TheTalon;53170601]Unity is pretty versatile. Cuphead, Hollow Knight, Kerbal Space Program, Escape from Tarkov
It's magic in the right hands[/QUOTE]
Hearthstone as well
Unity is a great engine - I enjoyed working with it. I absolutely [I]hated[/I] the few contract projects I had to do in my old project that dealt with CryEngine because once the honeymoon period of "OOH SHINEY" is over, it's like waking up next to a pretty woman only to remember that she thinks Africa is a country and there's just deep regret and shame. UDK was a lot better, but because things were so walled off beyond "Elite programming skills", all the materials in UDK had this "UDKness" plasticky look to them that instantly gave them away.
By contrast, Unity was much more fun to play around with, was more dev-friendly (although from an art perspective I found their initial lack of a designated normal map for assets to be beyond irritating). I know that they've gotten a shit reputation on account of the asset flippers, but to be honest, it's not GameMaker or other similar precursors didn't go through the same poop with everyone wanting to make their own weird version of Zelda :v:
It's a good engine and while I'm more on Camp Unreal now, Unity is an excellent engine to learn with and do some amazing shit with. IIRC Ori was made on Unity and it goes to show how, in the right hands and excellent art direction, magical things can happen with that engine.
[QUOTE=snookypookums;53171913]...By contrast, Unity was much more fun to play around with, was more dev-friendly (although from an art perspective I found their initial lack of a designated normal map for assets to be beyond irritating). I know that they've gotten a shit reputation on account of the asset flippers, but to be honest, it's not GameMaker or other similar precursors didn't go through the same poop with everyone wanting to make their own weird version of Zelda :v:
It's a good engine and while I'm more on Camp Unreal now, Unity is an excellent engine to learn with and do some amazing shit with. IIRC Ori was made on Unity and it goes to show how, in the right hands and excellent art direction, magical things can happen with that engine.[/QUOTE]
I feel pretty much the same way when it comes to Unity. Scripting in Unity is rapid, quick and feels easy overall, but that's about as far as my compliments towards that engine goes. When it comes to making something look good (art), Unity goes in the exact opposite direction when it comes to user experience. It's frustrating, convoluted, and often times contradictory, and in my opinion not friendly towards new developers.
The Terrain feature alone is so outdated, that even the engine's developers don't bother to use it in their example content packs. Sure, you can get nice looking stuff like in the Adam demo, but when you actually look at the project files, you'll realize that the terrains are just models with custom shaders and texture arrays. Unity has nice support for PBR materials with their standard shader, but the Terrains don't even use this. Instead, the terrains only support old-school materials of an albedo and normal, in which you have to cram a specular map in the albedo's alpha if you want to have some control over the reflectivity. It's disgusting.
Painting assets like trees is only provided through the terrain feature, so if you want to paint a forest on a model, you're shit outta luck.
Trying to get something to look nice in Unity 'out of the box' is an incredibly difficult task. You'll need to rely on the marketplace for so much, that you'll be hard pressed to be able to make anything without being forced to download something. For example, do you want nice bloom and motion blur effects? You'll need to download the 'Post Processing Stack' on their marketplace. It took me nearly three weeks to figure that out when I was first learning the engine. The Post Processing Stack is made by the Unity team. Why they haven't just included this in the engine by default still confounds me.
From studying the example scenes, I've discovered that unity's developers have a massive reliance on custom shaders. Not only are these shaders not provided by default, but they are scripted using a different language (ShaderLab). Shader scripting is a fairly advanced topic, and trying to learn how to work with that on top of learning ShaderLab's syntax is not "easy for indie developers".
Contrasting this against UE4, getting your stuff to look nice is a lot easier. Once you learn how to use blueprints, the rest of the engine seems to unlock itself. The material editor is used in the same way as blueprints, so with that you can make your own custom materials and shaders, each with a live preview. The post-processing is enabled by default, which in my opinion is better as I can just disable it if I don't need it, which is far more convenient versus needing it and being forced to hunt it down on some marketplace. The terrain editor has far more sculpting features, and it can support custom materials which can change the behavior of the terrain (such as painting visual holes that affect the physics engine). Finally, you can paint objects on models or whatever, which is oh so nice when you need it.
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