Wasteland 2 Kickstarter Update #16, on Unity

Brother None

This ghoul has seen it all
Orderite
The 16th Wasteland 2 kickstarter update is penned by director of technology John Alvarado and goes into detail on why the company chose Unity, out of all engine candidates.<blockquote>Unity Technologies, with their Unity 3 game engine, was among the vendors that came to us with congratulations, goodwill and offers of support. Their engine stood out as an early front-runner on point 1 of our requirements. The artists loved its support for the native formats of the art tools we already use (3DS Max and Photoshop). I also like its built-in version control for assets and code.

At first it seemed to be missing a leg on point 2 (support for Linux platform), but I knew that we could get source code and therefore could provide the Linux port ourselves. Given that the engine is designed and structured to support multiple platforms, I felt it would not be insurmountable to port it to Linux (or actually hire some outstanding external contractors we’ve used before to do the job). After talking to Unity about this, we found they’ve already been working on a Linux port, so Unity is supplying inXile the Linux port alpha source code. InXile will work with Unity in order to port Wasteland 2 to Linux.

Where Unity really bowled us over was on point 3. Besides generous support available from Unity staff, the Unity Asset Store is a treasure trove of assets (3D models and code) provided by the large and growing community of Unity users. A recent Unity newsletter announced that the Asset Store customer base has topped 100,000, and the catalog has reached over 3,000 packages! We’ve been able to find all kinds of useful 3D assets and code in the Asset Store ranging in price from cheap to free! Having an organized marketplace like the Asset Store for finding assets and expertise fits right in with our desire to leverage and give back to the community. While we cannot share engine source code changes, we can share script code and components, as well as graphical assets as part of our modding support.</blockquote>
 
Sounds like they made a good choice with the engine. There is no need to re-invent the wheel. Content creation is what matters.
 
Actually, the choice of good old isometric 3D is quite interesting in my opinion... For a few years I was convinced all the new RPGs would be made in full 3D due to the overall good comments on that choice when Fallout 3 and New Vegas went out. I know it's also a matter of budget, but maybe it's just evolution. Go figure.
 
well if they play a bit with the textures then I think it can be a very awesome game from the looks and aesthetics.
 
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