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RandyT:

--- Quote from: IAmDotorg on August 01, 2014, 12:35:09 pm ---As someone who has 35 years of software development experience, written quite a few games back in the 80's when you had to work in 8k ROM and code in 6502 assembly, and written quite a bit in Unity, I'd say anyone who thought they *couldn't* is delusional, but that's not really true. They're just inexperienced. Nothing wrong with that, though.

--- End quote ---

Been there, done that.  The tools are infinitely better nowadays, and after seeing Unity, I really feel tempted to play with it.  But again, if you weren't just interested in slapping stuff together by using screen captures and scaling/filtering in PS, it would take a fair bit of time.  Getting all the logic down for each level so that the game plays like the original would also be quite a challenge. 

But as PBJ stated, let's see what a couple of days results in.  I'll be a believer then. :)

IAmDotorg:
Right now I'm actually focused mostly on a second version of the Asteroids game (mostly because I already had the assets and physics done for the rocks). This one is for the Oculus Rift, though... still trying to get the framerate down enough to not feel like I'm going to vomit while I play it. Twin-stick, fully immersive VR Asteroids! Its awesome... for a few seconds!

Unity is a nice enough framework, but the APIs are *terrible* in it. It makes it very easy to write very bad code. But for banging out quick-and-dirty mobile games or things like that, its fine. But use it enough and you start to understand why there aren't many AAA games with it, unlike Unreal.

Edit: framerate up enough, not down enough...

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