this post was submitted on 12 Sep 2024
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Gaming

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[–] [email protected] 92 points 6 days ago (1 children)

they've already lost so many devs who walked away or restructured their projects for Godot or other engines.

They're far too late on this. And their pricing is still too expensive.

not the brightest bunch.

[–] [email protected] 56 points 6 days ago (4 children)

Brand is already in ruins. Their users weren't gamers, who'd come running back if a new flashy game came out, it's engineers. Developers who need to know long term that the choice they make will work for them in 5 years, 10 years, or further. I don't know how they can expect that trust to be rebuilt, it'll take many, many years for them to even be on the radar for most developers now.

[–] [email protected] 27 points 6 days ago

It also doesn't help that once you've paid the large fee for the Pro version, it doesn't actually guarantee any support if you encounter a bug. You get access to a different issue tracker, and might get a Unity employee to confirm that the bug exists after a couple of months (and maybe close it as a duplicate, then reopen it as not a duplicate when the fix for the other bug doesn't help, then reclose it as a duplicate when it turns out the fix for the other bug also doesn't fix the other bug, and at the end of a multi-month process, there still being a bug with no indication an engineer's looked at it).

Anyway, I'm glad to no longer be working for a company that uses Unity.

[–] [email protected] 16 points 6 days ago (1 children)

it'll take many, many years for them to even be on the radar for most developers now.

Probably longer than the company has, to be honest. The engine's best bet is to get purchased by another company that partially open-sources it or something.

[–] [email protected] 10 points 6 days ago (1 children)

Yeah thinking about they did this because they were already struggling financially, and this stupid as hell move will only make that worse for a very long time....

[–] [email protected] 4 points 5 days ago

John Riccitello should find it very hard to get a job as an executive after a blunder that massive, but alas he's doing just fine.

[–] [email protected] 13 points 6 days ago (2 children)

I'm an old gamedev and software dev. I switched to Linux because I felt like every day there was some new, not better just different thing with windows you had to integrate. I feel the same for unity, I recall when they (2.7?) just downgraded from doubles to floats and my whole world didn't work any more (tools included ofc).

Just started with Godot C# on Linux, and I feel so in control (after some setup stuff ofc but I feel that that will only happen once) that I can just spend my time on my game and nothing else. So liberating.

[–] [email protected] 11 points 6 days ago (1 children)

I'll say as someone who is barely starting out, more blogs, videos, and tutorials would be very helpful with Godot. Even if you don't consider yourself a writer or content provider, if you have experience using it and setting it up, getting a first project started, a lot of people would be very grateful for your insights.

[–] [email protected] 8 points 6 days ago

I just followed the official tuto, plus the install of mono/C# stuff. Did it again on my laptop, took a little while but it was easy as a breeze.

The only hard thing to make work was m$ visual code for the C# scripting, it actually still doesn't work more than basic code highlighting, doesn't have a working godot intellisense nor can I compile or run the godot engine from it. I just run it from the Godot editor though.

[–] [email protected] 5 points 6 days ago

hol up, Unity started by using doubles, and then downgraded? That explains why all the physics is so janky in unity

[–] [email protected] 6 points 6 days ago

Developers who need to know long term that the choice they make will work for them in 5 years, 10 years, or further.

I think that's exactly what they were counting on. Same thing all these companies are counting on; that their users are too deeply invested to bother switching platforms. And most of the time they're right! But I guess Unity found that breaking point and blew by it at 100mph.

[–] [email protected] 54 points 6 days ago* (last edited 6 days ago) (3 children)

FYI - the owner of this site, gamingonlinux, was a mod on the [email protected] community until they were caught abusing their moderator powers. Then they deleted their account and complained on mastodon that it's stupid design that mod logs are public.

Instead, here's the direct announcement

https://unity.com/blog/unity-is-canceling-the-runtime-fee

[–] [email protected] 22 points 6 days ago

For those that love the drama.

[–] [email protected] 10 points 6 days ago (1 children)
[–] [email protected] 30 points 6 days ago (1 children)
[–] [email protected] 34 points 6 days ago (1 children)

Big "how dare I be held accountable for my actions" energy.

[–] [email protected] 2 points 6 days ago

Yeah, but dat otter doe.

[–] [email protected] 31 points 6 days ago (1 children)

When you shoot your own foot, simply taking off the bullet won't revert the damage, you know?

[–] [email protected] 9 points 6 days ago

“That’s a load-bearing bullet!!”

[–] [email protected] 29 points 6 days ago

Too late, damage is done, community trust has dropped to zero and few people will be motivated to pick your engine back up, because you CAN and absolutely WILL pull another boneheaded stunt exactly like this in the name of squeezing profit from a cold dead stone. Get fucked.

[–] [email protected] 23 points 6 days ago

The fact that it even took them this long to realize this was an awful idea speaks volumes.

[–] [email protected] 17 points 6 days ago
[–] [email protected] 5 points 6 days ago

Doesn't matter, company will just try it again later in some other way. The decision making process that went along with trying to change the monetary model under the feet of developers is still there. The greed.

Corporates gonna corporate I guess.

[–] [email protected] 3 points 6 days ago

Back to square one! Yay!