▲ 2027 ▼ Creators of Slay the Spire will migrate their next game to a new engine if Unity doesn't completely revert their changes (nitter.net) submitted 2 years ago by simple@lemm.ee to c/games@lemmy.world 171 comments fedilink hide all child comments Picture taken from their Twitter
[–] Serinus@lemmy.world 149 points 2 years ago (3 children) Because changing the engine in an existing project is a huge pita that requires many, many hours and possibly in some cases a full rewrite. This also applies to games that would be released in 2023 or 2024. Nobody should be considering Unity for a new project, but it's understandable to make either decision for many existing projects. Ripping out the engine of your game isn't a trivial thing. permalink fedilink source parent hideshow 6 child comments replies: [–] douglasg14b@lemmy.world 55 points 2 years ago (1 child) Many many hours is a massive understatement. Thousands and thousands of hours is more appropriate permalink fedilink source parent hideshow 2 child comments replies: [–] terny@lemmy.ml 4 points 2 years ago (1 child) I don't know how you could change the engine without rewriting the entire thing basically from scratch. permalink fedilink source parent hideshow 2 child comments replies: [–] mee@programming.dev 1 point 2 years ago* It really depends on how modular their codebase is. The Doom 1/2 modern ports they did in 2019 use Unity. But it's actually still the original Doom underneath and just using Unity for input and output to make porting easier permalink fedilink source parent [–] cozycosmic@lemmy.world -3 points 2 years ago (3 children) I agree, although a lot of the work going into a game is the game design, art, and iteration, and not just the programming and rigging. And it may actually be a catalyst to rewrite parts better permalink fedilink source parent hideshow 6 child comments replies: [–] my_hat_stinks@programming.dev 12 points 2 years ago* Strongly disagree. While a lot of work does go on to art assets which should be simpler to migrate, the code is absolutely what makes the game. There are tons of very successful games with low quality or stock assets, there are very few popular games with broken code. Even then, it's still a lot of effort to check every asset you're using to ensure they work as expected in your new engine. permalink fedilink source parent [–] Hadriscus@lemm.ee 0 points 2 years ago You're completely right permalink fedilink source parent [–] TechieDamien@lemmy.ml 0 points 2 years ago I agree for a specific scenario: if you don't use many unity specific packages or assets. Then, perhaps you are correct, still I don't blame anyone staying even in that case, as it is still daunting to take on such a task. permalink fedilink source parent [+] MossBear@lemmy.world -12 points 2 years ago (2 children) In this case it sounds like they were talking about their next game rather than a current project. permalink fedilink source parent hideshow 4 child comments replies: [–] null@slrpnk.net 14 points 2 years ago (1 child) "has been hard at work these past 2+ years" That doesn't sound like a current project to you? permalink fedilink source parent hideshow 2 child comments replies: [–] MossBear@lemmy.world 3 points 2 years ago I didn't click through and was going based on the headline. My mistake. permalink fedilink source parent [+] Stovetop@lemmy.world 9 points 2 years ago* (last edited 10 months ago) (1 child) [deleted] permalink fedilink source parent hideshow 2 child comments replies: [–] MossBear@lemmy.world 3 points 2 years ago Yeah, you're right. I was thinking of it in terms of current project -> next project, but I see that's not what was meant. permalink fedilink source parent
[–] douglasg14b@lemmy.world 55 points 2 years ago (1 child) Many many hours is a massive understatement. Thousands and thousands of hours is more appropriate permalink fedilink source parent hideshow 2 child comments replies: [–] terny@lemmy.ml 4 points 2 years ago (1 child) I don't know how you could change the engine without rewriting the entire thing basically from scratch. permalink fedilink source parent hideshow 2 child comments replies: [–] mee@programming.dev 1 point 2 years ago* It really depends on how modular their codebase is. The Doom 1/2 modern ports they did in 2019 use Unity. But it's actually still the original Doom underneath and just using Unity for input and output to make porting easier permalink fedilink source parent
[–] terny@lemmy.ml 4 points 2 years ago (1 child) I don't know how you could change the engine without rewriting the entire thing basically from scratch. permalink fedilink source parent hideshow 2 child comments replies: [–] mee@programming.dev 1 point 2 years ago* It really depends on how modular their codebase is. The Doom 1/2 modern ports they did in 2019 use Unity. But it's actually still the original Doom underneath and just using Unity for input and output to make porting easier permalink fedilink source parent
[–] mee@programming.dev 1 point 2 years ago* It really depends on how modular their codebase is. The Doom 1/2 modern ports they did in 2019 use Unity. But it's actually still the original Doom underneath and just using Unity for input and output to make porting easier permalink fedilink source parent
[–] cozycosmic@lemmy.world -3 points 2 years ago (3 children) I agree, although a lot of the work going into a game is the game design, art, and iteration, and not just the programming and rigging. And it may actually be a catalyst to rewrite parts better permalink fedilink source parent hideshow 6 child comments replies: [–] my_hat_stinks@programming.dev 12 points 2 years ago* Strongly disagree. While a lot of work does go on to art assets which should be simpler to migrate, the code is absolutely what makes the game. There are tons of very successful games with low quality or stock assets, there are very few popular games with broken code. Even then, it's still a lot of effort to check every asset you're using to ensure they work as expected in your new engine. permalink fedilink source parent [–] Hadriscus@lemm.ee 0 points 2 years ago You're completely right permalink fedilink source parent [–] TechieDamien@lemmy.ml 0 points 2 years ago I agree for a specific scenario: if you don't use many unity specific packages or assets. Then, perhaps you are correct, still I don't blame anyone staying even in that case, as it is still daunting to take on such a task. permalink fedilink source parent
[–] my_hat_stinks@programming.dev 12 points 2 years ago* Strongly disagree. While a lot of work does go on to art assets which should be simpler to migrate, the code is absolutely what makes the game. There are tons of very successful games with low quality or stock assets, there are very few popular games with broken code. Even then, it's still a lot of effort to check every asset you're using to ensure they work as expected in your new engine. permalink fedilink source parent
[–] TechieDamien@lemmy.ml 0 points 2 years ago I agree for a specific scenario: if you don't use many unity specific packages or assets. Then, perhaps you are correct, still I don't blame anyone staying even in that case, as it is still daunting to take on such a task. permalink fedilink source parent
[+] MossBear@lemmy.world -12 points 2 years ago (2 children) In this case it sounds like they were talking about their next game rather than a current project. permalink fedilink source parent hideshow 4 child comments replies: [–] null@slrpnk.net 14 points 2 years ago (1 child) "has been hard at work these past 2+ years" That doesn't sound like a current project to you? permalink fedilink source parent hideshow 2 child comments replies: [–] MossBear@lemmy.world 3 points 2 years ago I didn't click through and was going based on the headline. My mistake. permalink fedilink source parent [+] Stovetop@lemmy.world 9 points 2 years ago* (last edited 10 months ago) (1 child) [deleted] permalink fedilink source parent hideshow 2 child comments replies: [–] MossBear@lemmy.world 3 points 2 years ago Yeah, you're right. I was thinking of it in terms of current project -> next project, but I see that's not what was meant. permalink fedilink source parent
[–] null@slrpnk.net 14 points 2 years ago (1 child) "has been hard at work these past 2+ years" That doesn't sound like a current project to you? permalink fedilink source parent hideshow 2 child comments replies: [–] MossBear@lemmy.world 3 points 2 years ago I didn't click through and was going based on the headline. My mistake. permalink fedilink source parent
[–] MossBear@lemmy.world 3 points 2 years ago I didn't click through and was going based on the headline. My mistake. permalink fedilink source parent
[+] Stovetop@lemmy.world 9 points 2 years ago* (last edited 10 months ago) (1 child) [deleted] permalink fedilink source parent hideshow 2 child comments replies: [–] MossBear@lemmy.world 3 points 2 years ago Yeah, you're right. I was thinking of it in terms of current project -> next project, but I see that's not what was meant. permalink fedilink source parent
[–] MossBear@lemmy.world 3 points 2 years ago Yeah, you're right. I was thinking of it in terms of current project -> next project, but I see that's not what was meant. permalink fedilink source parent