![]() ![]() I assume/hope it has made great strides since that point in time.Īt this point, I will mention having 3 major pipelines makes using external assets a nightmare. In addition, while prototyping, it was clear HDRP was not production ready. But the performance cost was rather large, and as my game was going to be played with an overhead view, where it would be harder to see those extra details, making it hard to justify the cost. HDRP offered higher end lighting and features such as sub surface scattering. I ended up going with the universal pipeline. It was clear the builtin pipeline is being phased out, and I would have more flexibility on the other more modern script’able pipelines. The built in pipeline was what Unity has used for countless years. Within Unity, there are 3 major rendering pipelines - The built in pipeline, the Universal Rendering pipeline (URP) and the High Definition Rendering pipeline (HDRP). I’ll go more into how this ended up working in the next section. Working with a modern managed programming language afforded me the best possibility of rapidly developing my game. The primary reason I went this direction is Unity’s use of c#. As I knew I wanted my game to be a 3d game, it was between Unity and Unreal Engine. I spent a few weeks trying out different game engines. Selection of Unity – and its pipeline… and version. While not easy, I was able to stick to this time-frame. Finally, the game would be fully released. After that, game was to be released in Early Access, with 4 more months of iterative development in the Early Access state. Then, I would get a handful of testers in and start doing iterative development for the next 4 months. This was to include 90% of game being developed as outlined out in my design document. ![]() I then budgeted 7 months for initial development. The first month was dedicated to finalizing my game design, and researching technologies/methods. In addition, I wanted to bring in a deep strategy tower defense system for protecting the colony.Īn important part of this review is to understand the rapid development time-frame I had established I had budgeted 18 months to full release. My 15 years of development experience wasn’t in the game industry, but it gave me plenty of coding experience, and more importantly, the ability to plan, develop, and release a large piece of software within a budgeted time frame.įor my game development I wanted to create a colony builder. There I worked for 15 years before quitting and starting solo development of my strategy game. We ended up dissolving, and I entered the enterprise software development space. After a year and ½, we had a decent game engine, and were years away from completing the actual game. Needless to say, this would be a case of an overly ambitious team taking on WAY too big of a project. My role on the team was primary to develop the front-end game engine. It was a massive multiplayer game coded in c++ and openGl. In the final last year and ½ of college, I formed a team to develop a game. While in college I had a large interest in graphical programming. BackgroundĪlright the background – I have degree in computer science. ![]() My point of view for this review is focused on being solo developer, doing all aspects to develop and to release a 3d game for the PC platform. Even within games, there is 2d, 3d, and VR subsets, as well as various target platforms like mobile, console, and PC. I will then summarize and give an overall rating at the end.īefore we get started… a disclaimer - Unity is a huge product - designed for games and display in the architectural, engineering, and automotive industries. This review will largely take the structure of a development blog, where I will detail how I used different subsystems of Unity, and give the subsystem a rating. It’s now a year and ½ later, and here is that review of Unity. So, I added a task to my post-development check list - to make a review for what game engine I ended up using. Most game engine reviews were quite shallow, with overly vague pros and cons, leaving me feeling rather uncomfortable to make a decision based off of the information I had. I found it rather challenging to get a good, in-depth reviews of development on each of the major game engines available. One of the most important first tasks was to choose a game engine to build my game upon. The game was fully released in November and has seen some moderate success on the Steam platform.Ī year and half ago I quit my job to pursue solo development of my dream PC strategy game. Hey I’m Skow, the solo Developer of Exodus Borealis, a colony builder and tower defense game for the PC. ![]()
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