In which ways does the workflow of Unity differ from Galaxy Editor?
You script in C# or Java for it and the 3D/2D environment is much more open. Of course it comes without any assets, you need to make them or download them...
I think after half + year with working with unity, now I can make a game faster in it than in SC2 editor. (if it doesnt need complex 3D models)
It's 90% coding. Which is more challenging, requires more concentration, but faster and funnier. And there's no artificial limits, anything that you can imagine will work perfect, becasue you responsible for everything.
Coding skill is must have one for a game dev, even sc2 editor requires it, cause triggering is a coding, but with unnatural interface.
Learning coding is much more easier than, for example, learning 3d modelling or learning working with data in sc2.
Coding itself is the most exciting thing to do, just at all. It requires efforts, but very easy in the same time. It brings tons of pleasure, makes you smarter, trains logics and focusing. Sometimes it feels like a conversation with the very god, dealing with the very truth, with the core of the universe. Because each mistake instantly signals about itself through not-working program. So, one is forced to create correct code, which forces to think correct. And this feature is the truly prescious. In none other activity (except picking up a chick) you have instant feedback to the correctness of the thinking.
So, just shut up and learn fucking coding, it's the future.
coding is/was never the problem, proper design and art is basically the hard part of creating a game (at least i think so). the later is done by blizz so using the sc2 editor has definitly an advantage there. the problem is/will be the range: the arcade in its current state (aslong as i dont get banned from this site i will mention it again and again), no plans to extend heroes with arcade implicating the soon death of sc2 and prolly no way to move your sc2 map to the NextGen-Editor of blizzard.
to be fair, i am still using the sc2 editor whenever i got some spare time, but just because i am used to it (not that it is no fun working with a poorly documented and bugged tool)
Coding is good for your brain so you better learn it. (there are good tutorial videos now for unity + coding)
But of course you could make a 2D platformer with lots of levels which would need very little coding, but lots of time doing graphics or designing levels, That might be more fun for you. But knowing coding well would probably make making those levels much easier, so its probably the best if you learn coding, even if you dont want. (but why wouldnt want it?!)
I suggest you make 1-3 endless casual games with untiy first, they are easy to make and you learn lot about the editor and coding while you make it. (like my game there in the first post)
Alright, noob question time. This might sound as stupid as "Can I play an XBOX One game on my PS4?" or "Should I use Microsoft Office or Linux?" to you, so stay with me here.
What's the difference between Unity and Unreal Development Kit? Is Unity just for apps? Am I making any sense? Am I making myself sound stupid? If possible I'd like an answer to all of those questions but the last please.
PS: I looked on Google but I couldn't find anything that is useful for someone with absolutely 0 idea what either of these things are.
Unreal Engine and Unity have the same purpose, to make games for all popular platforms. They are a bit different. For example. UE uses C + +, Unity - C#. People say, that Unity has a bit more optimization for mobile platform. Some say UE is more friendly to noobs. They compete hard, so trying to have no weaknesses against the other guy.
Recently, indeed, UE has become free. Unity has always been, but there was a payed Pro version. Now Unity5 came out, and it's free, including all features of the Pro version. But if a developer makes more than 100k a year, he has to buy Pro license. Which is $1.5k. But UE wants 5%, so the one who makes $100k with UE, will have to pay $5k. But it doesn't matter, it's all free for newcomers who doean't make anything yet.
Being a a year into the mapping scene I've created a few pitiful maps and found they were being stymied by my lack of understanding of Booleans/Logic. I've now taken a couple of classes in Python and R and man it has really opened my eyes to the power of Logic and Functions (holy shit!!!!). Coding really does make you smarter!!
Anyways, I feel like Blizzard has really missed an opportunity with their platform. I get a sense that there are a few higher-ups that still push for something to keep happening, but other higher-ups keep their funds/workers limited. I'm amazed at the amount of hours that went into building the Editor platform and the total lack of support for it as well as the lack of Blizz support for tutorials and tricks of the trade for the Editor. It seems like a Mod for the Editor would be in order just to introduce the principals into new folks, especially those without programming experience.
Like it was stated above the art assets is what could be time consuming and a show stopper for me. I could never model or make effects...but what they have made available really suits my needs as a mapper. I'm totally content with what is available for my little custom campaign scene, which I have a feeling is going to see a lot of W3 custom campaigns being pumped out soon. Hopefully, with W3 and Lotv, we will have a few more years left with the Editor before it fades away.
I took differential equations (I think it's sometimes called abstract math as well) which is basically just logic thinking for math that teaches you that kind of thinking. So to understand that method of thinking, programming isn't necessary.This is part of the reason I wondered how much knowing actual coding was needed for those other programs because you really don't need it for the SC2 editor.
maybe in the future... you can make games with voice commands and your PC reads your mind and recreates it exactly
Actually, creating a game in mind is like 70% of the efforts. But even this is not the point. Humanity has passed a realy long way perfectizing development tools.
And now we meet the situation where the tools are so uncomprehensibly well designed, I can't even imagine how can this be made more well! Just go back 5 years ago - raw C + + and openGL. It was already amazing. 20 more years back - assembler as the language! one had to practically code each processor step. 20 more years back - huge stacks of paper punched cards as both input and output - insane!
And now we have insanely convenient C#, all those graphics, reading all formats of data, sprite anims, physics, particles, input, gui, .net api - just all that stuff. It's like being a magician and having all possible spell books, that make any huge storm of exploding golems possible.
Making it better may make it just worse. Like in that story when a boy asked a magician to create a phone. He did, boy tried to ring, but it didn't work, cause it was made of a solid marble - exactly how the magician imagined the phone.
Though, computers soon may find ways to create things better than humans, humans would only have to describe the output criteria. But that my be something more than just one more step in gamedev tools evolution.
it's so easy that you can make games with voice commands and your PC reads your mind and recreates it exactly :P .
Haha, yea, I've definitely thought about how cool that'd be before. However, it'd make it rather hard for anyone to make a living out of game design though :P . Not a problem for me as it likely will only ever be a hobby for me.
Who knows, maybe in the future with Unity v91234.0 it's so easy that you can make games with voice commands and your PC reads your mind and recreates it exactly :P .
This reminds me of the old "Pacman.playPacman()" joke.
My friends and I made it up, but I think it's something most programmers have probably joked about. IE, the only code you have to write being "nameOfGame.playNameOfGame()", and everything works perfectly haha.
Hardest Escape Run (one of the game I just linked there) was actually my first game I made in Unity, a 2d platformer, perfect thing to make for newbies. I just didnt really care much to add all the levels, but now its done.