nateight wrote:The Unity fanboyism on display in this thread is astounding.
As is the irrationality of people who can't seem to grasp that professional grade tools for developing content on a brand new platform might cost a modest amount of money. You think Unity is expensive? go look at any of the Autodesk software used for 3d animation and only 3d animation, it's not even a game engine!
nateight wrote:
Don't be fooled by this "generous offer" - this announcement is the death knell of indie VR development in Unity.
Don't you think you are being just a little overly dramatic? death knell of indie VR development? really? I don't think so, it's just beginning and it's going to be amazing. Having the power of Unity at my disposal for developing in VR is going to save me and my wife so much time it's hard to put a real value on it. And yes, a demo that lasts 4x as long as normal is extremely generous, it will allow you to fully explore if Unity will work for your project.
nateight wrote:
Don't misunderstand me, I was actually super-impressed with what I was able to accomplish in Unity in a single day's time, it's a very capable and approachable engine. But consider these various facts:
So being impressed by Unity's workflow which enabled you to work on your ideas so quickly wasn't enough of a selling point for it's virtues? I don't get the gnashing over the pro trial either, that is pretty standard fare for trial licenses of software. That they even allow you to save your project while you try it is a step over many trial licenses I have used in the past.
If you really want to use the Wiimote with free Unity I suggest looking into to the
Managed Library for Nintendo's Wiimote I am finding C# is the way to go for everything in Unity.
nateight wrote:
As a perpetually broke hacker I've always hated Unity's "our engine is free no it isn't" approach to licensing, and upon seeing this news I was extremely glad I've been watching UDK tutorials instead of Unity tutorials. Epic hasn't made any formal announcements, but consider the relative selling points of UDK (and please note I'm not anyone's employee, the only vested interest I have here is in the commercial success of VR overall):
Great let me know how glad you are when you try making something and find out that a significant portion of the tutorials you watched were all hoplessly out of date and irrellevant. This is easily the worst thing about UDK, the
REAL documentation and
REAL support is reserved for UE3 licensees. Trust me it's a world of difference, and even then it's pretty sparse compared to Unity.
nateight wrote:
From a technical standpoint, UDK is one of the best game engines at any price, and
"better" than Unity in several very significant ways (though the points about being unhappily tied to UnrealScript and the usability/workflow hurdles that come with all this power are well taken - for something like
Ludum Dare, Unity Indie is indeed a godsend, just don't try to make a VR game with it
).
It's true that technically UDK is a great engine with great technology, but all the technology in the world doesn't mean jack if it's poorly documented (you will see what I mean about the documentation once you start to use it and realize how dated so much of it is) and extremely difficult to use. UDK's heritage is UE3 and there is no getting away from that, it is both a great strength and a great weakness. If you don't have a team of AAA developer quality dev's with the appropriate division of labor and pipeline support chances are you will never overcome the weakness of UDk's workflow to tap into it's strengths. UDK is a child of UE3 and UE3 was designed for large budget AAA teams and it shows in many respects.
This part put me out of my chair with laughter, You haven't actually used UDK to do any development yet have you? let alone anything VR related? Your opinion on UDK's documentation will change, I guarantee it.
nateight wrote:
The $99 thing is unfortunate, I'd agree, but only needs to be paid once you have a working product you're ready to sell; anyone drawing comparisons to the $1500 ransom Unity Pro demands just to get started? You're not allowed to call yourself "indie" ever again, sorry.
Wait, $1500 is a ransom but somehow 25% royalty isn't? Wow ok, also in no way could $50,000 in sales be considered serious money. Seriously paying royalties is not something I want to ever get into, it's a nasty mess and it's easily worth finding a way to scrape $1500 to be able to avoid that kind of headache and not have to worry about paying an additional 25% tax on game sales for how ever long your game is on the market.
nateight wrote:
Now, of course, Epic hasn't said for certain what's going to be involved in Rift support for UDK, but they give everything else away for nothing at all - do you really think this small bit of support that's been largely cooked up by Oculus is going to be the one thing with a price tag hanging off of it? Why Unity wants to settle for a steady revenue stream when Epic is about to eat their lunch giving an arguably superior engine away for nothing is their business, but I'm still going to call it bad business.
I doubt it's bad business, they continue to grow and improve and their support of the Rift will likely only contribute to that growth. While UDK is freely availalable few people who get it do anything with it. It's just a beast to do work with. While you don't find Unity Pro to be a good value, many Pro game developers do. In fact I don't know anyone, myself included who works in the games industry that actually dislikes Unity. Can find plenty that dislike UDK though, inspite of it's technology it's a real beast to work with and when you are just trying to get things done workflow quickly becomes the most important feature.
nateight wrote:
Pointing fingers at Oculus is beyond childish, I'm very sure they did all they could to convince Unity but Unity's knuckleheaded business model got in the way. And for the people who understand UDK's revenue cutoff system yet are still saying "OMG 25% royalty how outrageous", hopefully there will be
some open-source options available
Unity's business model is not knuckleheaded, they have a level of success that is admirable and I am sure Occulus is thrilled to have their support. And, yes I agree hopefully there will be some opensource solutions.
nateight wrote:
and/or maybe you should have your $50,000+/year game empire cook up an engine of your very own? If you don't charge $1500, I might even use it!
[/quote]
Uh that isn't nearly enough revenue to develop a game engine on the level of Unity or UE3. Not even close. I hope this was a joke.
Well Tencent now owns a significant stake of Epic, so it will be interesting to see if the king of Chinese microtransaction pay to win skinner boxes dressed as games will have any impact over the pricing scheme of UDK