📜 ⬆️ ⬇️

Difficulties in creating an isometric game in Unity

For a start, a short introduction. We are working on Empires in Ruins with pre-rendered 3D models, which are converted into sprites and atlas of sprites before being saved in Unity. In short, it takes a rather long and slow production process, but it allows us to use very high resolution textures for very sharp graphics. This style is reminiscent of the strategic games of the 90s like Age of Empires (and many others) mixed with the Baldur's gate production process, complemented by modern style and the possibility of strong scaling. We generally like to make an impression.



I must say that we are absolutely satisfied with the results so far, and people on the Internet also like them, but we will rather agree to torture than begin to make another game in the same style.
')
The reasons are simple: the results may be wonderful, but in fact it is difficult to find a slower workflow. For the very first game, this is quite normal, the work continues indefinitely, and we enjoy the process, the lesson is learned. But in the future it is still worth releasing one game more often than once every five years.



If someone does not believe me yet, we will list the reasons. I suggest to study them if you are thinking about creating an old school isometric strategy in Unity3D.



I am sure that you are well prepared, and know all the proposed (and usually very useful) optimization techniques when working with Unity. It is time to apply them in the new game, and fail over and over again.




And at the end summarize:


Well, well, maybe I had a difficult week, during which I had to face most of the problems listed in this article. It may not have helped me gain optimism, but I admit that we have improved a lot over the past few days.



If I am mistaken in something, please prove that I am wrong, and skip the link indicating that something can be improved. I really hope that I was mistaken, and I want to find new ways to further optimize my game!

Source: https://habr.com/ru/post/324118/


All Articles