Back to Unity
Posted: Thu Jul 12, 2012 6:55 pm
About a year ago myself and a few others were looking into creating an "MMORPG" and considered using Unity(I know, another one with delusions of grandeur). I knew it was possible as 3D Buzz was doing a whole training course on it. I read up on what 3D Buzz was using on the back end and discovered they were using Photon and Raven DB. I looked into both and was able to get both working. As it turned out, Unity is not the best engine for MMORPGs. It would be like building a house without powertools. It can be done, but why put yourself through the unnecessary pain.
Anyway, along came HeroEngine and it seemed to be the answer to our prayers. So, being the most tech-minded of the team, I learned all there was to HSL and the inner workings of HeroEngine. It seemed the perfect engine as Star Wars: KotoR was built using it and our game would be Sci-Fi also.
Well needless to say, HeroEngine is not an easy engine to learn and does things differently than most, but I was determined to figure out what I needed to get things working. As we approached a key design point we realized that HeroEngine would not be able to do something that was a key feature to our game. HeroEngine does not support Render to Texture in the way that Unity does. This kind of threw a wrench in our plans and it was back to the drawing board.
I had always known that creating an MMORPG was a long shot, but didn't want to be the barer of bad news to the rest of the team. This bump in the road provided me an opportunity to smack some sense into the rest of the team. I tactfully brought up the idea of creating a casual game as a side project to raise funding while HeroEngine continues development and hopefully they will incorporate better space flight controls and render to texture features. This seemed like a good idea and the team was on board so the MMORPG idea was shelved. I began doing some research on browser games and came across Halls' tutorials on YouTube and that led me here.
I have since looked at various other engines for creating a simple game and we have now come full circle. It turns out that we have decided to go back to using Unity after all this. Since it has been about a year since I used Unity, I now have to relearn everything I did back then. Thankfully, we are just going to create a PBBG and not an MMORPG.
So after all this I feel confident that Unity is the right choice for what we intend to create. I have noticed that there hasn't been much Unity discussion on this site lately and I would like to take an active role in collaborating with other Unity developers in hopes of exchanging ideas and help those who are in similar situations.
Thanks for taking the time to read this.
Anyway, along came HeroEngine and it seemed to be the answer to our prayers. So, being the most tech-minded of the team, I learned all there was to HSL and the inner workings of HeroEngine. It seemed the perfect engine as Star Wars: KotoR was built using it and our game would be Sci-Fi also.
Well needless to say, HeroEngine is not an easy engine to learn and does things differently than most, but I was determined to figure out what I needed to get things working. As we approached a key design point we realized that HeroEngine would not be able to do something that was a key feature to our game. HeroEngine does not support Render to Texture in the way that Unity does. This kind of threw a wrench in our plans and it was back to the drawing board.
I had always known that creating an MMORPG was a long shot, but didn't want to be the barer of bad news to the rest of the team. This bump in the road provided me an opportunity to smack some sense into the rest of the team. I tactfully brought up the idea of creating a casual game as a side project to raise funding while HeroEngine continues development and hopefully they will incorporate better space flight controls and render to texture features. This seemed like a good idea and the team was on board so the MMORPG idea was shelved. I began doing some research on browser games and came across Halls' tutorials on YouTube and that led me here.
I have since looked at various other engines for creating a simple game and we have now come full circle. It turns out that we have decided to go back to using Unity after all this. Since it has been about a year since I used Unity, I now have to relearn everything I did back then. Thankfully, we are just going to create a PBBG and not an MMORPG.
So after all this I feel confident that Unity is the right choice for what we intend to create. I have noticed that there hasn't been much Unity discussion on this site lately and I would like to take an active role in collaborating with other Unity developers in hopes of exchanging ideas and help those who are in similar situations.
Thanks for taking the time to read this.