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Unity for Eternity!
September 21st, 2012, 17:19
Project Eternity will be using Unity as their game engine in their update #6, which means that Linux version will be available straight away.
September 21st, 2012, 17:28
YEAH! They removed Linux from the 2.2m stretch goal and now PC, Mac and Linux version will be released.
They will also add something in the 2.2m goal in Monday's update (because you can't remove without adding). I'm thinking some localization, but it might be something else too. Also more stretch goals announced (they sort of need them, they are almost at 1.8m…)
They will also add something in the 2.2m goal in Monday's update (because you can't remove without adding). I'm thinking some localization, but it might be something else too. Also more stretch goals announced (they sort of need them, they are almost at 1.8m…)
SasqWatch
Original Sin Donor
September 21st, 2012, 18:00
Everybody's doing it. 
Seriously, I wish Unity was around when I started FK. Now that I've finally gotten over (many of) the main hurdles of learning the engine, it's TONS easier / better / more flexible to work with than Torque. Game development is still a lot of hard work, but Unity does do a pretty good job of smoothing out a lot of the most headache-inducing parts.

Seriously, I wish Unity was around when I started FK. Now that I've finally gotten over (many of) the main hurdles of learning the engine, it's TONS easier / better / more flexible to work with than Torque. Game development is still a lot of hard work, but Unity does do a pretty good job of smoothing out a lot of the most headache-inducing parts.
September 21st, 2012, 18:53
Originally Posted by azarhalHmm..interesting. I wonder if it has anything to do with this thread:
YEAH! They removed Linux from the 2.2m stretch goal and now PC, Mac and Linux version will be released.
They will also add something in the 2.2m goal in Monday's update (because you can't remove without adding). I'm thinking some localization, but it might be something else too. Also more stretch goals announced (they sort of need them, they are almost at 1.8m…)
http://forums.obsidian.net/topic/604…-with-tunnels/
A dev posted in the above thread about the possibilit of adding a "mega-dungeon" with a whole back story.
Keeper of the Watch
September 21st, 2012, 18:59
Oh, maybe. There is also the request for a toolset that is popular…and multiplayer.
We will see Monday! Also, 1.8m goal almost achieved.
We will see Monday! Also, 1.8m goal almost achieved.
SasqWatch
Original Sin Donor
September 21st, 2012, 19:25
Originally Posted by azarhalThere was some talk about the addition of a mod kit and MP. But, the general consesus was that it would be more expensive. So, i am thinking if the funding goes past 2.4 million, we may get those, but i don't think 2.2 is enough.
Oh, maybe. There is also the request for a toolset that is popular…and multiplayer.
We will see Monday! Also, 1.8m goal almost achieved.
Keeper of the Watch
September 21st, 2012, 19:44
They have to create "mod kit" to make the game, releasing them to the public require them to be polished (Josh Sawyer have a story about NWN2 mod tools that link into this). As for MP, Unity support networking, so a big part of the work required is already there, but the dev don't seems fan of adding multiplayer.
I expect these to be higher in the stretch goals. But localization is probably the most costly one. Translating in one language 8 novels worth of text cost about $500k (this is Planescape Torment level of text).
I expect these to be higher in the stretch goals. But localization is probably the most costly one. Translating in one language 8 novels worth of text cost about $500k (this is Planescape Torment level of text).
SasqWatch
Original Sin Donor
September 21st, 2012, 20:26
Originally Posted by DarNoorI caught that thread and I'd be super excited if they included a Durlag'esque dungeon! Good dungeons with immersive storylines are few and far between.
Hmm..interesting. I wonder if it has anything to do with this thread:
http://forums.obsidian.net/topic/604…-with-tunnels/
A dev posted in the above thread about the possibilit of adding a "mega-dungeon" with a whole back story.
September 21st, 2012, 21:06
The tech demo wasn't that impressive but quite fun;
http://www.youtube.com/watch?v=Qd1pGJ5Hqt0
http://www.youtube.com/watch?v=Qd1pGJ5Hqt0
--
Mankind must put an end to war or war will put an end to mankind. - John F Kennedy
An eye for an eye, and soon the whole world is blind. - Mahatma Gandhi
The world is my country. To do good is my religion. My mind is my own church. This simple creed is all we need to enjoy peace on earth. - Thomas Paine
Mankind must put an end to war or war will put an end to mankind. - John F Kennedy
An eye for an eye, and soon the whole world is blind. - Mahatma Gandhi
The world is my country. To do good is my religion. My mind is my own church. This simple creed is all we need to enjoy peace on earth. - Thomas Paine
September 21st, 2012, 21:37
Originally Posted by RampantCoyoteDid you use any tutorials? The JavaScript tutorials weren't for me and the official C# tutorial in the wiki is too short IMO. (Although JS may have the advantage of working with JSON more smoothly.)
Everybody's doing it.
Seriously, I wish Unity was around when I started FK. Now that I've finally gotten over (many of) the main hurdles of learning the engine, it's TONS easier / better / more flexible to work with than Torque. Game development is still a lot of hard work, but Unity does do a pretty good job of smoothing out a lot of the most headache-inducing parts.
--
Developer of The Wizard's Grave Android game. Discussion Thread:
http://www.rpgwatch.com/forums/showthread.php?t=22520
Developer of The Wizard's Grave Android game. Discussion Thread:
http://www.rpgwatch.com/forums/showthread.php?t=22520
September 22nd, 2012, 18:48
Originally Posted by Lucky DayI used a few, but really just a couple to get me started, and then some targeted ones concerning whatever roadblock I've encountered.
Did you use any tutorials? The JavaScript tutorials weren't for me and the official C# tutorial in the wiki is too short IMO. (Although JS may have the advantage of working with JSON more smoothly.)
September 24th, 2012, 18:29
Originally Posted by JemyMWhat's not impressive about it?
The tech demo wasn't that impressive but quite fun;
http://www.youtube.com/watch?v=Qd1pGJ5Hqt0
SasqWatch
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