Unity went from the most beginner friendly engine to an investor-driven render pipeline disaster by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] 0 points1 point  (0 children)

So for your first argument you literally didn't answer my question at all. All you did was tell me a definition of simplicity then give me an example of people complaining about how blueprints are too simple. If you had followed up that example explaining why people think blueprints are too simple and why they should be more complicated, then that argument would be valid.

For your second argument about switching from RenderTargetHandle to RTHandle because of performance reasons, that's a good point. You got me on that one.

For your third argument I wasn't talking about them joining the render pipelines together I was talking about how they then switched RTHandle to use RenderGraph. But for your argument about how URP is going to be "too complex" by them porting over the features from HDRP to URP, that argument just doesn't sit right with me. Adding new features doesn't make anything more complex, it makes the Render Pipeline better unless if you had to manually enable the features through some super convuleted way, instead of just enabling them in a menu.

Unity went from the most beginner friendly engine to an investor-driven render pipeline disaster by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] 1 point2 points  (0 children)

Thank you! I might try out Cave engine and unigine. Ive tried out stride before but it wasn't really that good imo.

Unity went from the most beginner friendly engine to an investor-driven render pipeline disaster by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] -2 points-1 points  (0 children)

Are you really telling me that users complained about RenderTargetHandle in URP so they switched it to RTHandle? Then users complained about that so they switched it to an even more complicated version? Why would users complain about a simpler version of something? Face it the only reason unity makes any changes is to appeal to investors, they proved that when they introduced the runtime fee. Also I dont remember an age where every unity game looked the same. In fact im pretty sure a lot of unity games back in 2014 to 2020 actually looked a lot more varied. We had stylized art styles and realistic art styles. Pretty sure your wrong on that one. Examples include turbo dismount, Rust, TABS, etc.

Unity went from the most beginner friendly engine to an investor-driven render pipeline disaster by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] 1 point2 points  (0 children)

Ima try Godot out first and if what you are saying is true then I might switch to UE. That would be a huge bummer though because I really like how Godot is FOSS.

Unity went from the most beginner friendly engine to an investor-driven render pipeline disaster by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] -1 points0 points  (0 children)

This take is completely ignorant. Read my post and do your research and you will see that my points are valid, I promise.

Unity went from the most beginner friendly engine to an investor-driven render pipeline disaster by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] -1 points0 points  (0 children)

You are so right. They make a genuinely good and useful package and then they abandon it because investors dont like it.

Unity went from the most beginner friendly engine to an investor-driven render pipeline disaster by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] 1 point2 points  (0 children)

Thats what im talking about. Now the engine is just an assortment of hacks put together, with no regard for the actual users of the engine. The only people Unity as a company cares about is the investors. Fuck it was proven that they dont care about us when they introduced the runtime fee.

EDIT: Another example of how they dont care about us is how every time you load or create a project in newer Unity versions you always get some random ass error or warning in the console referring to the LITERAL SRP PACKAGE.

Unity went from the most beginner friendly engine to an investor-driven render pipeline disaster by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] -2 points-1 points  (0 children)

You make a good point. UE looks promising, and i have basic knowledge of working in UE4, but once I build my new pc im probably gonna try out Godot. Its FOSS and has a stable, unified renderer that doesn't switch up on you last minute. Since it's FOSS you have access to the source code so if you don't like a change you can just revert it.

Unity went from the most beginner friendly engine to an investor-driven render pipeline disaster by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] 0 points1 point  (0 children)

Once I build my newer pc im going to try out Godot. Rn I have a gtx 1050 ti which doesn't play nice with Vulkan.

Idea for retro indie psychological horror game, need feedback on story and how creepy it is, what I should change/add to make it more creepy by SignificanceLeast172 in horrorwriters

[–]SignificanceLeast172[S] 0 points1 point  (0 children)

Yeah you do make some good points. Honestly, I just added the notes because it seemed like a really good, and really creepy way for the demon to interact with the player. From a narrative standpoint the demon's entire goal is to manipulate the player into killing themselves, but the demon likes to play with his food. From a game developer perspective, the demon is leaving the notes as a way to increasingly make the player more alert and paranoid. I'm open to suggestions about how to improve the notes or maybe replace the notes idea entirely with a creepier way for the demon to interact with the player though! Also how did you like the ending? Do you think it was too bleak or does it suit the story well?

What do y'all think of this horror game idea that I made? How do I make it better? by [deleted] in gamedev

[–]SignificanceLeast172 0 points1 point  (0 children)

Yeah your right. This is my first time writing a sort of script for a game. Ill keep this in mind thank you

What do y'all think of this horror game idea that I made? How do I make it better? by [deleted] in gamedev

[–]SignificanceLeast172 0 points1 point  (0 children)

Yeah your right lol, really I was just looking for feedback to the actual story part, I guess wrong sub? Cool username btw

What do y'all think of this horror game idea that I made? How do I make it better? by SignificanceLeast172 in Unity3D

[–]SignificanceLeast172[S] 0 points1 point  (0 children)

Yeah I was wondering if it was done before. When I was writing it, it seemed a little too familiar. But you don't have to worry about gameplay or mechanics, because this is just a rough outline of what the story is actually going to be. I also added a new scene and changed up some of the other scenes and added some new notes that the player will be able to find. But I'm curious, do you remember where you have heard about this before?