I am doing a #gameengines workshop for a casual #games developer. Basically, Unity vs legacy own tech. And this video represents the legacy - rave party at a scrapyard:
- bits and pieces of stuff are scattered around: something still works, something was repurposed and some newpic.twitter.com/QTZ06rep7b
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things were built on top. - and there are people on that scrapyard who just wanna have fun [play games], and you work hard so nothing falls on them and they don't break much.pic.twitter.com/TebLTHK6Vd
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So yeah, I pretty much think today using own tech for mobile f2p games is like throwing a rave party at a scrapyard: it makes sense, but requires some planning and implies responsibility.pic.twitter.com/TNGSfqz0ut
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So i did deliver the workshop and the scrapyard ref worked very well: folks could relate to it and us d the ref as a starting point. The question though... if own legacy tech is a rave party at a scrapyard, then how switching to
#unity3d feels like?#gamedev#indidev#unity1 réponse 0 Retweet 2 j'aimeAfficher cette discussion -
I suggested that for a
#casual#gamedev switching to#unity3d from own legacy tech and a set of games in operation may feel like a bulldozer comes over and clears the whole scrapyard rave party together with the tech, the dev teams and the players. It is solvable though.1 réponse 0 Retweet 1 j'aimeAfficher cette discussion -
...no easy solution, but solvable. The dev studio where i did the workshop eventually has a very experienced
#unity3d dev building a framework and setting up processes for cloning an existing game to Unity. The studio has this cloned game soft launched at a small scale as a...1 réponse 0 Retweet 0 j'aimeAfficher cette discussion
...separate title. What gives them time to stabilize the code, verify the billing and backend, figure out the new operation processes and slowly build the #unity3d expertise in the studio.
It it slow but i know of too many studios who tried to make it faster and had to downscale
Le chargement semble prendre du temps.
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