Turn to self-knowledge
[High-Risk large-scale Game Development]
Traditionally, game development is a time-consuming and laborious task, and game development is a disaster in 80% cases. Because Games are an Interactive art, this interaction is not only reflected in the entertainment mode, but also in the development process. It is a common practice to develop games. However, because traditional game development involves at least planning, fine arts, and programs, any minor adjustment requires the cooperation of all links before it can be achieved. However, the quality of a game is usually visible only after a version is developed. At this time, the project is often more than 50% of the development progress, no matter what adjustments, it means a huge initial investment.
Fortunately. Although it is highly risky to develop a game, the traditional game market returns well. Games on the next generation platform can easily return tens of millions or even hundreds of millions of dollars; some large online games can also achieve similar returns. In order to get such a high return, of course, both technology and money can be used to take the risk of life.
Therefore, the main tool for game development-the engine-has become a key competitive factor in this field. ImageUnreal and cry super engines have established two indicators in their early stages of development. One is expensive, and the other is complicated.These engines have strong stability, but the debugging process and development process are quite complex (I guess it is because to first achieve some visual or functional effects, they use multiple layers of technology to pile up the engine structure, making the engine huge and difficult to handle), but at first they don't have to worry about these problems, because their customers are not inferior, in addition, some of them are "ten years of hard work ".
In Beijing, Shanghai, and Hangzhou, millions of new game projects are launched every month. The company has four or 50 employees, and many of them can reach hundreds of people, companies that buy expensive engines or steal expensive tools are certainly not a minority. However, in the end, around of them did not achieve the expected success. It is obvious that game development risks are high.
[Small game, independent Game Development]
Of course, although every player wants to make a masterpiece, not every company has a chance to make a large game. Therefore, from the very beginning of game development, small game (medium-sized game) development is the main project form in this field.
Small and Medium games are generally of small specifications. Most games are played within 1 hour each time, and there is no complicated multi-player connection mode. Therefore, it is relatively time-consuming and has distinctive gameplay features. In the past, most small and medium-sized games used open-source engines, flash or Java self-developed engines. These features allow small games to quickly gain a quantitative advantage and occupy a huge amount of time for players. However, there are two questions about small games that make developers hesitate:
- Most of these engines and tools are based on two-dimensional technology, so we can see that more than 90% of Small and Medium games are two-dimensional. The visual performance is increasingly unable to meet the players' requirements.
- The small and medium-sized game's revenue model lacks assurance for a long time. The lower the investment, the worse the quality.
[Unity]
At the beginning of its development, unity3d positioned itself mainly for the development of small and medium-sized games. This positioning is not so responsive at the beginning (in the unity1.x era), because in the two problems mentioned above, unity can only solve the first problem and it is helpless at the beginning.
However, it has two features opposite to large engines. The first is cheap, and the second is simple. It uses improved tools to solve some very important issues for the game development process:
- Easy to use. U3D has a very close interface with traditional 3D software, and even some aspects are simpler and easier to use than traditional 3D software, so it quickly attracts those who have experience using 3D software. Easy to use is very important to the popularity of an engine, and no one likes complicated and difficult to use.
- Multi-language programming. Compatible with JavaScript and. Net (C #), which are the mainstream languages for program development. But more importantly, if you have confidence in your own logic and mathematics, you can also learn these languages to develop games. Not as hard as you think.
- Node accumulation. U3D treats all scene objects equally and adds various attributes to them by stacking the above functions. This makes U3D one of the world's most understandable engine structures.
- Debugging and compilation. Just click "play" to test it immediately (this function is consistent with that of a large engine ).
- Powerful scalability. U3D has a relatively open structure. You can add some self-written tools and plug-ins to further improve U3D functions, and these functions can also be used across platforms.
There are also many features you can learn online.
In addition, unity is lucky ". The iPhone and iPad are suddenly on fire, and Facebook is also exploding, which suddenly gives small and medium games a new revenue guarantee. Currently, the fastest growing gaming field in the world is SNS games and mobile games. Unity is growing more rapidly because of its strength and practicality in these two fields.
Therefore, I think unity may not be the most "powerful" engine, but it must be one of the fastest growing and most useful game engines in the world.