they just didnt deliver well because they didnt understood the nature of C# and unity well. Unite features was actually quite the innovations (parrallax mapping, auto balancing, UI editting in game (even if it was wonky). if they want to attract customer or ancient user they will have to innovate more. Which while it is useful, it limit the range of what they can do. My big issue rn is that rpg maker mindset is it was mainly an experiment to see with unity but with the whole Unity fiasco it aint gonna work. If they decide it was the Unity codebase on the other hand, they might decide to try to get all the new features that were planned in Unite to work with the regular standalone.īut it will also depend on what kind of money they can still get - the Unite fiasco can't have been good for their cash reserves and reputation for delivering programs to publishers.Īnd if they don't get enough money to afford a big reprogramming of the PC-based engines.Īudio could be very interesting tbh! Also yes Unite was a Sister engine and not an official one. If they decide they were too ambitious then they might decide to go back to the basics and make a version with only gradual improvement from MZ. That said, what the next PC-based version contains will depend on what they blame for the Unite-desaster. I suspect that after that one (which would already have been in planning during Unite-work) they'll get back to PC-based, it would fit their general schedule. All companies need to get products out to get money in, or they won't survive.Īnd I read somewhere that GGG is currently workingg on a console/handheld release.
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