Tuesday, March 10, 2015

Unity 5 and what it means.

So, I have been working on this game for along time. I remember when I started playing with some gravity concepts, I was using Unity 3. The software was nice, easy to use, and as many people say, the path between the idea and the execution in Unity is really well paved. When Unity 4 was released, and introduced some more features (mainly a new animation system), Nirvana didn't suffer much. The basic idea of the game, and most of its mechanics remained unchanged, and my transition from 3 to 4 was so smooth.
Of course I learned Mecanim, the new introduced feature, you never know when you're gonna need a good animation pipeline, right? But one thing my game have in common with the Half-Life series, is that I don't have a character model to be animated, so I was satisfied with the bug fixes, and all the minor new features I could use.
Until early march, this year, when Unity 5 was finally released.
Democratization of game creation. This was the policy for Unity from the beginning. Everyone can be a game designer, if you have the talent, and if you have the dedication to work for it. The new standard shader, the new global illumination, the new physics engine, the new audio mixing system... the new Unity that changed my game from something personal and minimalist, to something personal and beautiful.
Thank you, Unity Technologies, for making this engine, for making dreams come true around the world. But its not about "what they create", is about "what we create". Time to go back to work.
Nirvana: The First Travel in Unity 5.

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