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General Discussion / Discomfort using Unity
« Last post by Pandrian on July 05, 2019, 05:29:37 AM »
Here is a list of things that make me re-evaluate the way I think of Unity after using it casually for more than two and a half years.
These are my opinions based on my experience using Unity. Get really to listen a lot of poisonous things.

1. Doubtful to find decent freelancers to do work for you.
At the begining of the project I payed freelance indie developers to make things that where out of my confort zone.
If you leave outside that I got a vague idea of how Unity works, everything needed to be remade from strach.
My budget was low, I am not a rich person, still the quality of work was undoubtedly really low.
There where higher cost freelancers, but asked for hunderds of dollars for things that took me a couple of hours to reaserch and implement on my own.
Currently I think it is almost impossible to find decent, money worth, freelancer that can help with any 3d game made with Unity.

2. Online documentation.
Whoever says that Unity is well documented, I do not know what his idea of well documentation is.
There are literaly zero examples for anything I look for. Most of the pages contain just the function name and parameters with zero descriptions.
Most given examples do not reflect actual game situations, or are way complicated to make you understand how the function works.

3. YouTube guides.
When started using Unity I checked youtube to see if youtube had guides on the things I needed to begin with. It seemingly had a lot of guides for all the things I wanted.
What I did not notice is that if you search on youtube for "unity guide" there are two names that will popup. Brackeys and Sykoo. Both of them Unity biased, with even Sykoo sponsored by Unity.
When you do not know about Unity, you don't care much. If there are guides for the things you look for, everything is ok, right? Well... wrong.
Their guides are polished turds, at best half done, mostly with zero information on how to actually implent things on an actual game.
Other youtube guides go the same road as well, either because of the people that make them just want to make a video, or because they are just incompatible with the latest Unity versions.

4. Cannot use loops freely.
Unavailability using loops whenever you like and calling methods only from the main thread feels limiting.
This was very strongly felt when making the confirm dialog menu, character spawning, or managing any data that come from the server.
You have to do "workarounds" to make things work. From someone that programs for over 20 years, it feels not only limiting, but shady.

5. Literally no usable free assets on the asset store.
Due to MIT lisence I cannot use payed assets and Unity supposed to have a large collection of assets on the store.
But essentially there are none. Not for MMORPGs, or any game in any matter.
All free assets on the store are plain bad, sometimes even non free and rather expensive ones.

6. UMA, an open source, free, but not cheap asset.
UMA is the main asset that seemed to help a lot with the characters. Especially for an MMORPG. Seemingly having a lot of free related assets on the store.
I made everything needed to support UMA characters and now that I need a basic armor set to make the inventory, there are no free armors anywhere.
All UMA related assets are payed. There are zero free assets on the store. Any seemingly free armors on the store, require you to buy another system to enable them.
Finding a freelance 3d graphics designer to create a basic medieval armor set proved really costly, might as well take lessons to make it myself.

7. Unity crazy reworks.
I tried to use Crest Ocean to replace Water 4. At the beginning it worked fine. Then a new Unity update came and as usual I updated to the new version.
Needless to say, Crest rendered wrongly after the update. Understandable, but keeping track on each Unity update and what it posibly breaks takes time.
It seems to me that Unity deprecates a lot of it's systems for other, even third party company systems, without worrying about backwards compatibility.
I have experience from projects that want to make radical improvements all the time. It never went good for the project.

8. Non original features.
Unity tries to advertise it's newest additions. Entity Component System, The High Definition Render Pipeline and Visual Scripting.
None of them are necessary to make a good game. Not to mention that all of them are inspired (copies) from pre-existing features.
They claim to add these features to make Unity perform better. Not because Unity loses the competition with other engines, or gain the favor of developers.

At an optimal situation all the above cannot disrupt the progress of the project.
Unity gives the tools to make things done, but I cannot overlook what has been experienced so far.
I use Unity because I find it easier to make things on C#, not because it it the best engine. It is a good engine.
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General Discussion / Gameplay concept
« Last post by Pandrian on June 02, 2019, 01:42:17 AM »
Before start making anything it is best to set some ground rules.
  • There are no specific player classes (fighter, archer, mage, etc).
  • Players on this game start as fighters and discover various combat abilities as they progress by finishing quests.
  • All items are crafted by specific NPCs. Materials are dropped by monsters. Players cannot craft on their own.
  • Equipable item slots are head, chest, pants, gloves, boots, mainhand and offhand.
  • You can equip all kind of weapons and armors, each with it's own level requirement, props and cons (+2 STR, -1 INT, etc).
  • There are no healers in this game, but there is the ability to craft food and later potions that restore health.
  • There is no mana in this game. All abilities have static cooldowns.
  • There is no currency in this game, but you can trade items.

Drops and experience cannot be gained from monsters that have 4 or more levels difference with the player.
Level difference: Reward percent.
0: 100%
1: 75%
2: 50%
3: 25%
4: 0%
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General Discussion / Re: Mentioned you guys in my last devlog
« Last post by Pandrian on May 24, 2019, 12:44:55 PM »
Already subbed and liked.
Keep it up.
;)
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General Discussion / Mentioned you guys in my last devlog
« Last post by Codemaster Jamal on May 24, 2019, 04:51:50 AM »


I mentioned you guys in my latest devlog. It's my first devlog and I'm not sure how you guys feel about me mentioning you but, I hope I represented you guys very well. If you have any problem with what I said or mentioned in the blog please let me know. I mean no disrespect if I offended you.
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General Discussion / The story behind the game (Lore 101)
« Last post by Pandrian on May 20, 2019, 06:20:59 AM »
Since this is an early stage of the game, I will provide the general idea.
As said before, I want to make something doable.
I took in mind what can be done with free assets and UMA races.

The story:
Your ship docks to an island that you never visited before.
Apparetly on this island there is a town with some folks and a few wild animals on the surrounding area.
After doing some simple folk quests, you discover that the humans are not the only habitants of this island.
In fact there is an orc race near the costal cave area. Fish gatherers that worship a dragon statue.
Eventually you find out that they are subjects to a real dragon that lives in the caves. They also teach you your first spell (Return to last town).
Nobody in the town believes that the dragon exists, so you have to prove them wrong.
Your adventure to become a dragon slayer begins...
...to eventually find out that dragons are sentient beings and this one is mad because some evil wizard took seven of her eggs.
The dragon cannot exit the caves because she is cursed and daylight will turn her to stone as did her mate! (Remember the statue the orcs worshiped?)
It seems it was not only once a living dragon and her mate, but the creator of the orc race as well! Apparetly dragons are the source of all magic.
The dragon will teach you your first combat spell (Firebolt). It is a weak spell, because you do not have a magic (INT) weapon.
This will lead you to the mainland to really begin your adventures in the search for the dragon eggs...

(The game so far is consisted only by the island area.)

When you will reach the mainland:
If you want to become a wizard oriented character, you will have to create your first magic weapon.
As you will progress the game you will learn more about dragon lore.
Apparently those dragon eggs where magicaly transformed to fully grown bosses.
After defeating them, some will turn to your side and some will turn evil.

Later there will be more things in the game...
The wizard that stole the eggs is building an army of darkness!
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General Discussion / Re: Project updated to Unity 2019
« Last post by Codemaster Jamal on May 05, 2019, 04:56:11 PM »
Sorry it took me a while to respond. Definitely going to join the discord now.
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The Tavern / What is a chair?
« Last post by Pandrian on May 02, 2019, 11:10:50 PM »
Since ...ever, I feel like battling over-complicated "proper" coding, with all new programmers doing what they are taught to do on school by books,
by teachers that have zero experience on how a real programmer works, since they became teachers after leaving shool, perpetuating what they where taught.
Most programmers understand this, once they work for a big company, with people on top of them, that expect results ...yesterday.
The people that continue to poison the internet with over-complicated "proper" code, probably have a dream job, that noone expects any real results from them.

So, what is a chair? 8:21-9:51

George Hotz seems to know my struggle, even if he ends up talking about machine learning.

I do not say that abstractions or organized code is bad.
What I say is that it's a lot harder to use abstractions on what actualy needs them, than make abstractions for everything, even if never used.
Make your code simple, understandable, readable.

For me, a chair is a chair.
When and if I need a barstool, I will make an abstraction for them.

As for machine learning, we will see how .Net Core 3 does when released. :)

I will finish with a comment joke that is a phrase from Karl Weierstrass, the mathematician who gave us the wonderful epsilon and delta continuity definition.
Code: [Select]
//When I wrote this, only God and I understood what I was doing
//Now, God only knows
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Guides / Making a server stand alone executable
« Last post by Pandrian on April 28, 2019, 07:34:08 PM »
The current version of .Net Core builds the project by default as a dll file, that you can run via the [dotnet run] command line.
It is understandable that most people would want to compile their server as a stand alone executable.
Here is how it can be done.

Step 1


Step 2


Step 3


Step 4
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General Discussion / Re: Project updated to Unity 2019
« Last post by Pandrian on April 25, 2019, 08:57:01 PM »
Here is a simple guide I made recently.
http://epicdragonworld.com/forum/index.php?topic=13650

I would recommend to join our discord at https://discord.gg/QC6ywhB :)
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General Discussion / Re: Project updated to Unity 2019
« Last post by Codemaster Jamal on April 25, 2019, 07:29:55 PM »
Hey, do you think maybe you can do a tut on how to setup the project file just so we can test it out?
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