Is Unity Dead? ... Now What? | Keeper Devlog
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- Опубліковано 29 лют 2024
- Unity be making some dumb decisions.
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Edit: I'm seeing a lot of comments about the "Unity is dead" title. I just meant it as a concise way to word my feelings about the choices Unity has been making, I'm not saying that Unity is unusable or that you shouldn't make games in Unity anymore. For the sake of the people still using Unity, I hope that the leadership can prove me wrong in the future, but like I said since I switched I haven't been concerning myself too much with what's going on with Unity since I switched.
Posted on March 1.. LOSER!
Unity is not dead.
Not sure what's your point. Sounds like you have no clue what you are talking about.
A tip from me would be to restudy what actually happened with the Unity runtime fees and understand it's actual effects on game developers.
Don't be afraid of digging deep into the politics of the engine you use, if you want it to be your main tool and main source of job, you gotta understand it and use it for max.
And being scared of your tool every time a group of kids on the internet are boycotting it will eventually lead you to nowhere.
Good luck with whatever you choose
I mean, you never really needed Unity for this game in the first place. There's nothing (in technical terms) on it that's "undoable" in pretty much every other relevant engine, even GameMaker - tho yeah, I think Godot is clearly better for the task if you plan to continuously expand upon it. There's really a lot of unnecessary and overly complicated features/tasks in Unity when you're working with such simple 2d games.
yeah that is because Unity is for 3d and 2d, thats why too much features. But gamemaker is good tho, the only problem is the greedy tactic of subscription by yoyogames
@@theodorus956there is no more subscription for game maker
I would recommend godot too, its very friendly user.
It's not really about what's "technically doable," obviously a simple 2D pixel art game doesn't even need to use any engine at all to render. But there's more to an engine than just rendering -- my original decision to use Unity to make Keeper was more about the toolset that helped me make the game. Things like the scene tree, tilemap editor, physics engine...
@@nextProgram well yeah. By doable I mean possible in a reasonable way of course. Godot has all of these (as like 99% of such tools arent exclusive to Unity), and imo they're generally easier to play around with than in Unity.
Excluding 4.x pletora of new bugs (which will hopefully get significantly less annoying in 4.3) it really sorta is a nobrainer nowadays to use it for 2d games unless youre not willing to dive somewhat "deep" into coding and general design patterns (for that, itd be likely gamemaker or construct), but anyway, dont think thats the case here?
Even though your engine development didn't end up being something you wanted, as someone who is self-teaching C++ and OpenGL, this was cool and inspiring. Thanks
Well no matter what happens I’m glad to have been reminded of this project!
Thanks! I will finish this game even if it kills me o7
Video is after Feb 28, so... )))
NO
March 1st called, it has some scathing teasing in store for you
HAHAHAH, L + ratio, 🫵🫵🫵🫵🫵🫵🫵 im making fun of you, hahaha.
@@nextProgramnever put deadlines to yourself because you had problems editing, so... just put goals by February 28 you need to have it but keep that to yourself.
how to spot russian: ")))"
Absolutely love the philosophy of, 'Let's just use somebody else's worse version of the industry standard.' We really live in an age of shakeups and I'm loving it
Even though every other game engine is a 'worse version of Unity', people still use them. I guess engines like Godot, GameMaker, Construct and Defold, while amateur compared to industry standards, are still easier to learn and more fun to work with. If Unity is the best engine for literally every game, we wouldn't have other game engines. Godot and GameMaker are perfect for pretty much any 2D game, especially pixel art ones. Construct and Gdevelop is great for small/medium sized experimental games, and uses visual scripting so it is easier to learn. Defold is incredible for mobile games, because it is smaller and way more performant than even Unity and it is optimized specifically for mobile games and even has mobile intergration readily available like direct IOS and Android exports and Admob, etc.
That is a simplistic view. A game engine is a tool, it does what it was made to do well, it isn't good at what it wasn't made to do.
"worse version" is kind of a shitty way to put it
Unity is the worse version of itself every year.
I mean, not everybody needs to use Unreal for their game even if it’s the industry standard. There are a lot of engines out there.
It's so cool to see how this project has evolved over the years! I remember watching the first devlogs and it's amazing to see all of your progress - you've done incredible work on switching engines so easily! (At least, you made it look easy ^^)
Haha thanks for sticking around icoso :]
Ive been watching this series from the start! I hope you get more motivation to make amazing vids
Thanks! Me too :P
Great job mate! I think a lot of devs feel the same. You are not alone in this new Godot journey.
Thanks!
Oh god, I wish I could do more of that “pseudo procrastination”, because the opposite is me jumping in and writing code. Only to have to rewrite it all months down the line because I didn’t plan😭
Ayy he's back 😎 Great devlog, I should probably take the "just set the date and make a video" advice myself...
Haha thanks Ben!
You never stop learning. Worth the procrastination. Keep it up!
Looks like good progress in transferring engine. It's awesome to see you try your own engine too.
Can’t wait for the release. Thanks for blessing us with another video ;)
Thanks!
You are a fine person who is allowed to take time to do hard stressful things =)
Though I hope the public shame motivator was helpful!
Wow, your best video yet. I actually understood it all!
Thanks!
O! You still alive, that's good!
Keep the videos coming! They don't have to be perfect just enjoy the process.
Thanks! Trying to remind myself that
Excited to see you continue keeper. Game has so much charm.
When unity did suicide, I switched to MonoGame. Its fine but barebones. Now I switched to Godot and its pretty good actually
Seeing corporate greed get punished so catastrophically gives me the smiles. Too bad they'll learn nothing from this.
Nice stuff. I've been working in Godot for a few months as a pretty new dev. I love how fast you can prototype stuff. Plus GDScript is just so easy to work with
Same 😎
"makes own engine"... MAD LAD!
Looking and sounding good.
I started Godot recently also
I've been watching your videos since like you started uploading them about 3 years ago... When will you finish making it 😭
May of this year ? That's still so much to wait... Let just hope all goes to plan and you finish it.
Hopefully soon! Making steady progress :)
I LOOVVEE when youtube does the thing where they recommend me a channel that has been inactive for a while and a couple days later they post 💖🤗 feels like fate or smthn 😂 anyways cant wait for more vids i rly like the vibe!!
Thank you!
I've been using Unity for almost a decade now and have dedicated the past nine months to developing my current open-world game. Switching engines at this point isn't feasible for me. However, I'm contemplating using Unreal for my next indie game. All the best for keeper. Game looks soooo coooool!!
Thanks, good luck with your project!
I moved to Godot 4.# and never looked back. Best decision I've made, the progress and workflow for me is the best.
please continue making more devlogs i love this project and got a lot of inspiration from it aswell!
I wouldn’t call netcode scope creep. Multiplayer is usually the biggest selling point of games nowadays, and implementing said netcode earlier rather than later would be prevent big headaches in the future.
YES! Godot supremacy!!
You can pickup lua or some "framework" like sdl or ,if you want a higher level abstraction, pygame or love2d
This is very underrated, I would play this game 24/7
no you wouldn't
I genuinely didn't think u would ever come back
Back from the dead 👻
Holy shit, the dude just created a new game engine!
how did you manage to make your weapon "circle" around your character? I tried doing some lerp but always fell short
You put the item under a pivot positioned at the character's position, then move the item at the orbit position. You get the mouse position and lerp the rotation of the pivot to match it. Last, you flip the sprite for right/left orientation
@@sechmascm I didn't expect such a precise and concise answer when writing this comment lol, thanks a lot mate
@@MerrStudio glad it could help!
funny story on gotod vs own engine :) kuddos on your choice
I am making fun of you for being late, person I've never known before this video.
I will say this may be sunk cost fallacy speaking, but the game matters more than the engine and making a swap now will just hurt development.
Ultimately though, personal happiness trumps reason. I won't pretend I know about your game and community and be upset in their stead for a delay on a schedule I don't know about.
"pseudo-productive procrastination": yak shaving :D
Thank you! I knew there must be a term for this
Bros behind by 2 days😅
No but seriously. Getting a video out in only two days is pretty insane.
Thanks ^_^
Great Video
Thanks!
4:02 I feel personally attacked. :P
"No disrespect to any game developer, but making your own game engine is very hard", immediatetly fallowed by "Why make a wost version of unity when i can use someone's else WOST version of unity, Godot!"
He pretty much said that Godot was nothing more than a worst copy of Unity, no no no, not it's own community made game engine, but a copy.
Disrespecting every single contributor, whose worked basically for free, saying that their work is nothing more than a wost copy of a existing engine, is kinda of fucked up if you ask me.
I don't know if this was intended but, because this is my first time watching this channel, i will no longer watch it.
@@josegd112 Was just making a joke, I quite like Godot
@@nextProgram My comment was completely light-hearted, for the record, since I made my own engine.
Been following your game for a while.
@@Protosprite I know! Was just replying to the other person
This guy casually dropping a release date o.O
Great vid!
Thanks!
Your video is late and you should feel bad.
That aside, good work :)
Ah yes, the main line story arc of every GameDev UA-camr, developing a game for years, and then deciding to switch engines and recreate it all again in a new engine instead of finishing and publishing a project in the engine it was started in 😅it's exciting to start new projects, it is not as exciting to finish them though. Hence why many choose to switch engines becase it's kind of like a fresh start without abandoning the existing project. Staying in the comfortable zone of "the release is 3 years away" again and again 😅
Anywho, wish you luck though, looking forward on seeing the progress!
Haha thanks for the luck, definitely wasn't exciting switching engines, was a lot of tedious work but I felt like it was necessary 😅
how much time did you spend for the engine switch? doesn't feel like a worth time invest imo. especially when you want to continue as gamedev and tackle more complex game ideas. unity/unreal would fit that better.
Never really understood the hate unity gets, cash burning company, we get unity/unreal at a discount below market value.
What is the market value? Most engines are free. Godot doesn't even ask for a cut after you make a certain amount of money. The market value of a game engine is now $0.
People hate Unity for its anti-consumer practices.
Announcing they would charge devs by install was the nail in the coffin for trust in them, even if they reversed the decision.
I was wondering the same. Unity even sweetened the deal after the outcry. I can't really see them misstepping like that ever again.
People thinks about Engine as seperate from the game. Which is not the case. Build your engine along your game (for example, have an editor and ingame scene you can switch to easily. Then when you need to do something in the game, just add this behavior to the "engine part" of your code. I did that in MonoGame and took about 2 month (and im not a good dev).
And instead of having an engine like unity that use nuclear power to power a farm, you will have something tailored just for your game, making you code in a more efficient manner.
Dont think Engine/Game separatly. The game needs the engine. And it is best when it suits the game perfectly well. Rather than using stuff like Unity.
Just my tought on this tho. I think you're making a good choice since you also have your youtube channel to take care of. It is a godamn lot of work. I like your work btw ! Cant wait to play the game ;)
See ya :)
(sorry for my broken English, not my native tongue)
I'd suggest giving GMS2 a try a true blessing for 2D Pixelart Games.
🥳
Creator: "If this video gets posted after February 28th, feel free to make fun of me in the comments..."
Me *Proceeds to make fun of him*: 😆😂🤣🤣😂🤣😂😂🤣😆🤣
First time I see this channel, game's looking dope so far!
Godot is pretty good and since it's open source, you can fork it or add new features if needed, so I don't think you will need Unity specially since it's a 2d game.
Hope everything goes well, and looking forward to the final result! 😄👍
May God bless you always!
Thanks!
Man your news are already old, they are doing good things now
Glad to hear then!
Okay, this is kind of surprising. I mostly follow Godot devlogs, yours was one of the few Unity ones… that's kind of a turn of events… 😉
Thanks, godot seems like a very good alternative!
Either those trees are so small or the character is very big
But still the game looks good
He's a big boi
For someone who is curious, can you put some Godot things you do and how you make your game work.
Not as a tutorial but in general.
I just picked up Unity. Im not expecting to make big cash even in the unlikely scenario I ever release a game. But lets say I do, in that case I get taxed on it at most 2.5%, perfectly fine. Im dead certain Unity will not introduce some insane policy that is basically stealing after the last one damaged them so much they had to backpedal and even the CEO stepped down.
Fair point, good luck!
Welcome back :)
Haha thank you! Thanks again for the inspiration, was just watching your tomogatchi vid
I heard it was dead (already). At least in reputation.
We should make more c# engines
Also hah hah stupid 2 days late
2 days late argh
Hehe nerd! Don't worry about keeping things perfect! We just want to see
I try to remind myself that :P
2 March 🤨🤨🤨🤨
Do you find navigation in Godot 4.x to be garbage? I'm migrating some of my stuff from 3.x to 4.x and I feel like the new TileMap and navigations are a flop.
I think if they allowed nav agents to account for their size, the pathfinding would be better.
Yeah I find most things are a bit worse in Unity, but it’s getting better quickly. I use an addon called better terrain and that fixed some of my gripes with the tilemap autotiles
This was not february 28..
I think you could have ported it into Raylib, much simpler API to use than programming everything raw in OpenGL.
There is really no reason why Raylib wouldn’t be great for that game.
Or DragonRuby.
I'd also recommend SDL, but it is significantly harder to use without a background in software engineering.
@@PomuLeafEverydayNot necessarily background in SWE, But the point is that C is somewhat a broken language, There other good alternatives for using it like Odin which comes directly with SDL (and Raylib and basically every other graphics API bindings out of the box) or Zig which can call directly into C libs. And from them using SDL could be a better experience.
Come to Godot! It’s amazing
hmm febr 28
you told me to roast you if your video was late.
so here i am. roasting you..
youre uh.. video was late
playable demo? :)
Soon hopefully!
It funny and sad that China Unity is adding nanite and light system from unreal engine open src branch off unity. I wonder if good and bad. But it will not else to other region. It could break the users base. Knowing china like to control information and strict to education stuff some degree.
So you're telling us how bad Unity leadership is even though you admit "I don't really know much about what is going on with Unity now...I basically stopped following them"?
Correct. This info is from when I was using Unity. After I switched to Godot, I started concerning myself with what was going on with Godot, didn't have time or really reason to be looking into Unity anymore
why is unity dead?
because
Godot
ehhh u just move in Godot engine
Unity actually backed off on their last worst decisions
Good news for the people still using it then!
They already tilted their hand
pls don't say nah I,d win half body Godot is sukuna
@@messengercreatorWhat does that even mean?
@@swiftypopty1102 it's mean u still alive nity dead so 50% is u still alive nity 50% is dead so u nity go jo
4:13 "Why should I spend all this time making my own worse version of Unity, when I can just use someone else's worst version of Unity? So that's where **Godot** comes in."
6:00 "Remember to smash wishlist gamers. Please, I graduate in 2 months, don't make me get a **real** job"
you're roasting so many people in this video oh my god
i liked and subscribed .....
It is not a Feb 28, so I am legally obliged to make fun of you.
Thank you for your service 🫡
All of that said, you can probably apply the same logic and questions to you decision about why not to switch engines as you did with why dont develop your own game engine. If your end goal is to make your game and game engine is not a blocker, then there is no point in porting, just waste of time.
when making games with unity you have to setup 1000 accounts and download a bunch of bs to just make video games. WTF, it was way better when unity 5 was the latest version.
Switch too unreal please ❤
This comment is formally and dutifully making fun of you. Have a good day sir.
Unity is not dead. The executives you talk of have all been replaced. There's a whole new exec team who have been selling off the non-game stuff and concentrating more on games again.
"Word on the street" is usually bullshit.
Only JR got replaced, whole bunch of executives who gave thumbs up and passed supposed bs pricing changes are still there, still in charge.
It seems to me personally that they just decided to make JR their scapegoat, since his rep was awful before that. There are still a BUNCH (I've counted 6, may be more) of vice-presidents and chief officers on the board who could be directly involved and responsible for the pricing changes (speculation based on their position description).
And after JR left, the devil is seemingly gone in the mind of a consumer, and noone questions other executives, that have passes these changes as well as JR.
I would like to hear the thought process of people like Chief Revenue Officer, Chief Financial Officer, Senior Vice President Product and Technology, Chief Product and Technology Officer, Chief Marketing Officer and some others (taken from unity "out company" page board list).
Wouldn't you also be curious why is there 11 people on the board, and we all collectively blame one, like he made all that happen on his own?
On the sidenote I agree that rumors are usually very untruthful. And when people say "I don't really follow news on X" and "word on the street that X is bad" in the same sentense, I just stop listening altogether, cuz now they just talking out of their ass based on personal opinion and bias.
Unity engine is definitely not dead, and still is one of the best tools to make games. Company is bad though :^)
Like I said I haven’t really been following its news since I stopped using it. If the situation has improved then I’m happy for the people still using Unity
Haha im making fun of you (nah just kidding keep up the great work)
Haha thank you!
😹🫵
My comment is not about unity engine, cause i don't use engine , my question is why you made the character flat ? You know 2d game is already flat making the player flat is like paper sheet but not a human that has life in it , it's a bit weird . Anyways that was just my point of view people may see things differently .
Hahahahahahahaha(me making fun of you)
im just making fun of you in the comments because its after 28th
Another noname with rpgmaker clone game switched to Godot. What a lost to Unity lol
Lol. It was a personal decision for me to switch engines, not some sleight at Unity
@1:50 That's literally not true though. Switching engines is not a lot of work at all. Most people just never did. And most Unity devs are total beginners. They would struggle in any engine. And everyone I see talking about how much work switching engines is, never actually did so apparently. Or they would know it is not the end of the world.
Depending on how you made, when you made, and how good you are at programming, determines how hard switching engines can be. For some it can be hard and a lot of work(depending on which skill level, or how big your project is, and for some it can be easy.
That’s also not true.
1) Swapping engines may require you to rewrite your game to an entirely new language in order to be compatible with the engine. You can’t just click some buttons and magically translate hundreds of scripts from C++ to C# or GDScript. In many cases, this would be a full game rewrite.
2) Even if the game engine has the same language, you may need to rewrite your game to be compatible with the engine’s design philosophy. A lot of Unity devs have been struggling with converting their inheritance-based designs to Godot’s component-based system.
3) Some engines might have entirely different systems and compatibility, which can introduce new bugs. Transferring a 3D physics-based game from Unity to Godot is definitely going to introduce issues, especially if the game relied on Unity’s 3D physics engine. It’s not guaranteed features will work the same way as they did in your previous engine.
The reason you probably haven’t heard that many people transferring their games is because of how much of a monumental task it is for relatively little reward (depending on how much they care about their engine). Most people would rather finish their game in the engine they’re currently using and switch when they start a new project so they don’t have to deal with these issues.
yeah unity is still alive and running well. don't worry. stop clickbait links
Not literally dead. Was just a concise way for me to word my feelings about it!
But unity is not dead...
Not literally. Was just a concise way for me to word my feelings about it!
Unity is alive and never felt better, stop spreading misinformation.
Unity is not dead.
Not sure what's your point. Sounds like you have no clue what you are talking about and making this video purely for profit.
A tip from me would be to restudy what actually happened with the Unity runtime fees and understand it's actual effects on game developers.
Don't be afraid of digging deep into the politics of the engine you use, if you want it to be your main tool and main source of job, you gotta understand it and use it for max.
And being scared of your tool every time a group of kids on the internet are boycotting it will eventually lead you to nowhere.
Good luck with whatever you choose
Nice clickbait video.
ferebrurayry 28th ?
It's not dead, but ok.
Good to hear then!