Is the use of unity3d the cause of the failure of the startup team?

Source: Internet
Author: User

Although the first project failed, it was launched successfully at least, and received a certain amount of income (although a cup of water or a car), because the first project pulled the investment. However, the second project is completely rooted.
Without review and summarization, we started the third project naturally and happily.
I feel a little sad. If we do not know where our weaknesses are or where our strengths are, how can we develop strengths and circumvent weaknesses? Can a startup team launch a game through hard pushing?

The second project is intended to play princess canopy 2, a mobile game with RPG elements in Angry Birds. Princess is made of unity and has some 3D elements. Art has said before that we have no original character painting designers, so we are not suitable for 2D games. At that time, I thought you were not suitable for 2D games. I learned about unity3d and thought that using 3D would have better effects (physical and detailed performance ).
However, unfortunately, the project fails, and unity has become the target of both leaders and leaders. According to primary beauty, we are not mature with unity, so the ugly picture is not because we are not doing well, but because unity is not doing well. In addition, our model makers are doing high-mode jobs, and learning to do low-mode jobs is definitely a lot worse. In a word, the reason for poor image performance is also the objective, not the level problem.
At the same time, planning has also been expressed, because we have used unfamiliar game engines, so it took a long time to explore it, delaying the development progress. The second reason for the failure is that the function is not completed very well. For example, if 300 levels were originally planned to be configured, the last version only had three levels, in addition, the number of characters is nothing. This progress is slow because the program has delayed a lot of time at the beginning and has not been involved in numerical planning. In a word, the slow project progress is not a poor planning or a level of planning, but for some objective reasons.
If this is the cause of our failure, I bet that the third project will still fail. When we build projects for the purpose of building projects, there is never a game that we are very excited at the very beginning-This game will definitely get angry when it is ready, and it will always feel like it is a little cool, in addition, we never felt that we were playing a very interesting and cool game, but we felt that the more we did, the less we liked it, the less we wanted to do it.

Have I tried to change the status quo. Later, I had no intention to look at my position (my position was changed after my team became an independent company). I was just a client programmer. No wonder I have lost a lot of comments, because I am not a main program, a leader, or a project manager. I am just a client programmer. Even if the code is written by me, I am just a client programmer. It is a bit like watching the emperor and the Minister make one absurd decision in a dark dynasty, watching the Dynasty step by step toward the end, but unable to change. There is no ambition to report to the country, but there is no door to report to the country.

Speaking a lot of nonsense, let's look back at unity. No matter what others think, I firmly love unity. Once upon a time, I wanted to write a game engine and then control it to complete a cool game. But then cocos2d-x to do better and better will dispel this idea, and then contact unity will not think of themselves to play the game engine. Because I want to have all the functions, even if some ideas are different, some functions are somewhat awkward to implement, but there is no short board of functions. So many people and so many teams have used unity to make a successful game. There are large 3D MMO and lightweight mobile games like tolerance to death 2, there are also 2D aprg such as "Blade of Shadows" and "Sword of the King. All types of mobile game unity have successful reference cases. At this time, all failed factors are not on the engine, but on the user.

Select a game engine and use it persistently to accumulate and improve relevant functions. This is the accumulation of programs and teams. Today with cocos2d-x tomorrow with unity and the day after tomorrow back to cocos2d-x, our time is spent in research, thinking, learning above. How many failed opportunities do we have for entrepreneurial teams? How much time can be wasted? Ideally, we will use six months for the first project, four months for the second project, and two months for the third project. But what about us? In the second project, I studied unity for a month and wasted a month for code refactoring. Another person is responsible for the third project. After studying the program for three months on and off, I have just started writing the function. Where is our accumulation? If we start again every time, will the program fail?

 

I have written articles to express this idea before. I prefer to use unity for both 2D and 3D games. It is not to say that unity to do 2D games will be much more convenient than cocos2d-x, after all, different ideas, different forms of expression, and to tell the truth, 2D games themselves have no technical difficulties, more details are embodied in the performance and functional logic. However, unity has the following advantages:
1. Convenient cross-platform and platform-related functions have been implemented for you. Even if some unity is not implemented, there are plug-ins to help you implement it.
2. Cool particle light effect Editing Based on unity. Unity itself is a powerful particle editor. Previously I also thought that the particle system of the cocos2d-x was functional enough, but it was far from enough in comparison to a professional editor. A particle system should be used together with the particle effect editor. Its function is far from configuring several parameters of a particle system. The particle system of cocos2d-x itself is a very chicken ribs function, can only be used to do some simple light effect, can not be used to do complex skills special effects.
3. Thanks to the advantages of the framework and architecture, unity games can greatly avoid crash and crash. Because the code is written in C # And the component structure, even if an error occurs, it is only an exception and does not affect the system process.
4. Powerful performance analysis tools can easily locate memory and CPU bottlenecks. Supports real-machine running analysis for Android and IOS.
5. The editor can be easily expanded without a department dedicated to writing the editor like a traditional game company. Both the Scenario Editor and skill editor can be easily implemented. If you want to play with high technology, you can also make the skill editor into a drag-and-drop modular structure. planning can edit skills like building blocks. The most important thing is that what you see is what you get.
6. Convenient resource management system. When using unity, you do not need to maintain several resources (such as the original resources, packaged resources, IOS version resources, and Android version resources). You only need one resource, you can set specific parameters in unity, such as texture compression and a maximum of x512. When unity releases a game, it automatically exports the right resources based on the export options related to the platform.
7. Rich plug-ins. There are a lot of features I don't know how to implement, whether it's cocos2d-x or unity. For example, some shader effects, object Fragment Effects, scene damage and deformation effects can be found in the Unity plug-in. In addition, many unity games can be decompiled, and many things can be learned virtually.
8. After you are familiar with it, you really feel that unity is very simple. Many functions are system-based. For example, physical, collision detection, navigation path finding, Scenario Management, and scenario baking. No matter which one of these functions comes out, it is quite technical. However, in unity, You can implement the corresponding functions through several buttons and several steps.

There are also some disadvantages:
1. Most importantly, both unity and plug-ins are charged. (Crack the version and give back after making money)
2. Due to some restrictions on the iOS platform, it is difficult for unity to update dynamic code. While cocos2d-x has Lua this relatively mature solution. (If the program is stable, there is not much chance to frequently update the code. More is to update the configuration and resources)
3. Some may be unfamiliar with unity, thus choosing an Open Source cocos2d-x. It takes some time to adapt to the Unity Framework and work methods. (Believe me, it won't take a long time. You must know that an 8-year-old child can use unity to play games and put them on shelves. If a programmer says he can't make a deal with unity, simply sell it as a pancake)
4. corresponding to the above 6th points, because the configuration of resources in unity is of great importance, a unity function is the integration of resources and code, and it is difficult for you to separate a resource package. In this way, Your Unity project may be large. (This problem may be avoided after you use assetsbundle to package, but the resources change greatly in the initial stage of the project and it is inconvenient to package frequently)
5. Many designs of unity are designed for visual editing. For example, 2D animations can easily drag a few images. However, if each image has a certain offset, it will be troublesome. You need to re-implement the frame animation function and load the configuration file. (Strictly speaking, this is not an engine problem. After all, the engine is not designed for a game company. The only simple and popular operation method needs to be considered. But most of the time I feel a little uncomfortable)

The above is my summary of the use of unity for six months. Basically, unity is preferred. But I have to say that some teams are not suitable for 3D games, so don't touch 3D when you recognize your shortcomings, even if it's just a simple 3D model rendering, because it is not good at all. If only the 2D game, more or look at the personal likes and dislikes, I am used to using cocos2d-x, then I say how many times the good words of unity are useless. Developing a game quickly is the final principle.

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