Korin -> RE: Sad, just really sad :( (9/18/2015 11:53:03)
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Alright everyone, I'm about to mess you up with some truth as far as 3D vs 2D Machaar is right. It's harder. It takes longer to start from nothing and make a 3D game than it does to make a 2D game from nothing. While 3D takes more time to develop, it makes many things easier in the long run such as retargeting animations to other characters and being able to use any angle for the character (not just flip left and right) and ability to change textures. We also have particle effects which are fantastic. One of the nice things about Unity recently is the attention to 2D it's given. You can use a lot of the 3D elements and effects in the 2D space to get a really neat look as opposed to Flash. The downside is that while Flash eats up plenty of CPU, Unity 2D can also eat up a lot of GPU with overdraw. Basically each sprite is like a movieclip such as the hand, arm, weapon, body, head, back arm parts, leg parts. In Unity, it basically makes a mesh with an alpha to hide the mesh and only show the 2D image. The more of these you pile on top of each other will add to overdraw which makes the game lag more. It's only for sprites or textures with an alpha. Take a mesh that it just 1 poly, draw a circle on it, and hide everything outside of the circle so the mesh appears to be a circle and you now have a mesh that has an alpha. Pile these on top of each other enough and you get a laggy mess. There is also the change in programming from Actionscript 3 to C#. While C# is familiar to AS3, it's used in a completely different way. In Flash, you only have X and Y coordinates. In Flash Unity, you have X Y Z, even if you're doing 2D games. Everything uses a Vector3 or Vector2 (which is Vector3 but ignores the Z). Unity has many of its own commands and interfaces that were needing to be learned and were not compatible with any way things were done in Flash so it was certainly a learning curve. Here's our timeline of learning Unity. First Warlic and I played with it many years ago, probably around 2009 or 2010. We made a simple MQ game where you ran as a mech and shot things. Then we left it alone as AQW picked up speed. Then we had a gametastic-week challenge where Dumoos, Llussion and I decided to learn Unity and we did and it got some attention and we finally started planning a little. Then we tried Legends of Lore and it was a train wreck. Everyone was being told different things for optimization and it was truly insane and didn't work out. Then Kraken (Undead Assault programmer) had free time and wanted to do something in Unity and started Bladehaven 3D which ultimately did not get released but we learned a butt-load about optimization and how Unity works. Now Zhoom is taking what Kraken, Xero, Llussion, and I have learned from that game and applying it to the new game. So it took us 3 tries to now have something that we feel confident we can release and maintain as such a small team. So it takes time and effort and to tie this back to ED for relevance, this is their Legend of Lore / Bladehaven 3D except theirs will actually get released and they're learning a lot. They may do another learning project or jump into a bigger one. No one knows. The focus is on getting BB and keep making things in Unity before browsers completely cut support Flash. So I'm afraid all Flash games might be going the way of the dodo due to constant security flaws that browsers don't want to support and learning Unity is a must and I can say from experience that the last thing you want to do is rush into things and waste 2 years on projects that do absolutely nothing.
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