Author Topic: Unity and 7DRLs  (Read 9600 times)

Darren Grey

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Unity and 7DRLs
« on: March 05, 2013, 01:17:23 PM »
Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.  If you want one then please e-mail me at darrenjohngrey at hotmail.com.

Jo

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Re: Unity and 7DRLs
« Reply #1 on: March 06, 2013, 12:06:26 AM »
  Holy crap that's neat. Unity is a bit above what I'm willing to figure out, but still that's very cool.
Klingon RL, Gunfist 7DRL, Cardlike 7DRL, Cardlike: Quest for the Goat Horn, Sun Crusher 7DRL, The Littlest Princess 7DRL and dozens of board and card games.

requerent

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Re: Unity and 7DRLs
« Reply #2 on: March 06, 2013, 07:20:32 PM »
I already know unity >_<, this is sweet.

Unfortunately, without a library for unity that addresses some of the roguelike concerns, I can't see a 7DRL coming out of this in such a short period of time... Unless such libraries exist? I might have to browse the unity community libs and see what's up.
« Last Edit: March 06, 2013, 07:22:31 PM by requerent »

Darren Grey

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Re: Unity and 7DRLs
« Reply #3 on: March 06, 2013, 07:29:47 PM »
I don't know, but there have been roguelike-esque things made in Unity before.  Plus you don't need to use all of those tropes.

Krice

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Re: Unity and 7DRLs
« Reply #4 on: March 06, 2013, 09:58:45 PM »
Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.

They can't be that desperate.

joeclark77

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Re: Unity and 7DRLs
« Reply #5 on: March 06, 2013, 10:03:37 PM »
Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.

They can't be that desperate.

It's a one-month trial, not a freebie.  Seems like an obvious marketing decision to make the offer, considering how the roguelike community has done the hard work of rounding up a whole bunch of indie/hobbyist game developers.

Darren Grey

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Re: Unity and 7DRLs
« Reply #6 on: March 06, 2013, 10:09:08 PM »
Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.

They can't be that desperate.

I was surprised too!  Unity are known for giving out trial codes very freely during game jams, but I never would have expected them to support roguelikes.

joeclark77

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Re: Unity and 7DRLs
« Reply #7 on: March 06, 2013, 10:55:07 PM »
Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.

They can't be that desperate.

I was surprised too!  Unity are known for giving out trial codes very freely during game jams, but I never would have expected them to support roguelikes.

Last year you had 100 entries.  If I'm selling a specialty product, and you're voluntarily rounding up 100 of my potential customers, then I'd be a fool not to offer my promotion to your group.  You could ask them for a free t-shirt or some other goodie, and they'd probably oblige.  (It's the same principle whereby McDonalds offers free meals to bus drivers... they bring customers.)

chooseusername

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Re: Unity and 7DRLs
« Reply #8 on: March 07, 2013, 02:35:03 AM »
These are trial codes, right?  They pay people to go around looking for opportunities to give away licenses to better or advertise Unity.  Sometimes they're trial, sometimes they're full licenses.  I believe I was given a full license at one point.  I think it's something for those interested to try, but whether the 7DRL competition really leaves the time to learn how to use it, I'm not so sure.

Darren Grey

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Re: Unity and 7DRLs
« Reply #9 on: March 07, 2013, 09:59:57 AM »
Just a trial yeah.  It's more for people that are using Unity anyway - the Pro version has some nice extras.

ethanharmion

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Re: Unity and 7DRLs
« Reply #10 on: October 13, 2013, 03:52:02 AM »
Is it still available?

Jo

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Re: Unity and 7DRLs
« Reply #11 on: October 14, 2013, 06:18:21 AM »
I think it might have only been for the March game jam, called the 7DRL.

Short for the 7 Day Rogue Like. Where we try to put together a game in 7 days.

I guess Darren would know more.
Klingon RL, Gunfist 7DRL, Cardlike 7DRL, Cardlike: Quest for the Goat Horn, Sun Crusher 7DRL, The Littlest Princess 7DRL and dozens of board and card games.

Darren Grey

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Re: Unity and 7DRLs
« Reply #12 on: October 15, 2013, 12:03:45 PM »
Yeah, was just for the game jam. Mind you Unity seem to do this pretty regularly for jams.

Jo

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Re: Unity and 7DRLs
« Reply #13 on: October 18, 2013, 02:19:50 AM »
By all reports Unity kicks a lot of ass, but I'm not sure picking it up for a game jam is the best move. It's complex but also very powerful. If you know it well you can do a 7DRL with it, but if you are just picking up the free version to check it out so you can make a 7DRL it might be too much.

To be more clear it seems to be very hard to learn UNITY at the same time as making an RL in 7 days. And if you already know Unity then you probably have it...

That said I think Hans Yolo had great promise, as well as that weird spacial RL where you flipped around on a cube rotating in space.
Klingon RL, Gunfist 7DRL, Cardlike 7DRL, Cardlike: Quest for the Goat Horn, Sun Crusher 7DRL, The Littlest Princess 7DRL and dozens of board and card games.

PTrefall

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Re: Unity and 7DRLs
« Reply #14 on: January 06, 2014, 03:34:03 PM »
I'm impressed you still remember HY, Jo ;D

What I've found with Unity3D is that it really takes some failures to learn some best practises with it. For me building up the game logic using unity components or playmaker just didn't quite work with my coding style... So over time I've adopted using unity components as little as possible, while keeping the main game code of mine in C# classes that don't inherit anything that Unity controls (MonoBehaviour or ScriptableObject), and it has really turned Unity3D around for me to something very productive and useable.

I'm hoping to find time to take part in 7DRL '14, and hopefully fare a bit better on the coding front than last year, and release the codebase if that proves reasonable... I ended up not releasing any HY source code simply because there was not much to learn from that usage of Unity, it was really not a productive approach to coding with Unity at all. I'll also have things like pathfinding set up beforehand in a small framework I'll start out with... Really don't want to spend the first 5 days on core tech this year :P

It's still not 100% decided what we'll be doing this year, or whether Bill and Petur will join me this year at all, but we have some ideas and it will be done in Unity if something happens. I've been looking forward to it for a whole year!