Time Travel: 2014

Chapter 144 Reconstructing Classic Games (1)

This situation is not unique.

Many game manufacturers will neuter the gameplay to a certain extent after entering our country.

This is not just a matter of piracy.

The reasons involved are more complicated.

Perhaps these manufacturers have their own considerations in adopting the castration strategy.

But in the final analysis, we still treat domestic and international affairs differently, and it is undoubtedly very uncomfortable to be treated differently.

Although Lin Hui also dislikes the domestic software/game ecological environment where piracy is rampant.

But after all, China is the soil where forest ash grows, and the strategy of "differentiated treatment" is obviously not suitable for forest ash.

And letting piracy go unchecked is not Lin Hui’s style of work.

In this case, Lin Hui's only choice is to fight to the end.

How to fight to the end? Create a game that cannot be pirated?

But as far as the game "Hill Climb Racing" is concerned.

There seems to be no way to make it impossible to pirate.

However, to make piracy more difficult, Lin Hui has some tricks up his sleeve.

By frantically collecting 14 bits and pieces of this time and space.

Lin Hui discovered a piece of news that was quite valuable to him.

I don’t know what happened in this time and space.

Although the unity game engine has already appeared.

However, the development progress of its subsequent versions is slower than that of its predecessor.

At this time, the unity4 game engine is still under development.

In the previous life, unity4 came out two years ago and was put into large-scale use a year ago.

This is undoubtedly great news for Lin Hui.

You must know that many games in the past were developed on the basis of unity.

For example, King Pesticide is based on unity4/5, while Genshin Impact is based on unity5 and higher.

Unity research and development progress in this world is one or two years slower than in the previous world.

It's hard to make a meal without rice. What should the big manufacturers do without the unity4/5 game engine?

Although it is possible to develop games without a game engine.

It's like making PPT without a PPT template.

(Making a game without an engine is far more difficult than making a PPT without a template)

But it depends on who it is.

For a factory that is used to changing templates.

Will you go through all the hard work of bypassing the game engine to develop the game?

Anyway, Lin Hui felt that it was consistent with the factory's usual use-ism style.

There is a high probability that you will not go through all the hardships to "open up wasteland".

Developers of this time and space do not have versions after unity4 available yet.

But Lin Hui had almost all versions of unity in his previous life.

In particular, Lin Hui also has many powerful enterprise versions of Unity and corresponding expansions created by some companies for the development of specific games.

Doesn't this mean that it is easy for Lin Hui to intercept games developed based on unity4/5?

Although Lin Hui cannot handle large-scale game development alone.

But with Lin Hui's current financial resources, hiring 1,800 people wouldn't be a big problem.

However, Lin Hui shouldn't be so rash, everything must be considered step by step.

Moreover, what Lin Hui can plan now is not only games developed based on unity4/5.

You must know that although unity is mainly used for game engines, it is not just that.

In addition to being used to develop video games, Unity is also widely used as a comprehensive creation tool for interactive content such as architectural visualization and real-time three-dimensional animation.

Lin Hui remembered that the Unity engine was used in the production of the animation "Under One Person".

So much so that for a long time, "Under One Man" was regarded as a masterpiece and was listed on the official website of Unity.

In addition to this anime, there are many anime produced based on Unity.

Doesn't this mean that Lin Hui also has a lot of room for display in terms of three-dimensional animation.

As for why the development progress of unity in this world is relatively slow.

The public reasons found by Lin Hui from the Internet are:

——In 2012, a relatively important team of the unity4 project was blown into the sea by a hurricane while on a collective vacation.

This is quite a pity.

Although it is regrettable, Lin Hui unintentionally became the biggest beneficiary due to a strange combination of circumstances.

Lin Hui discovered that many small changes in the world seemed to be developing in a direction that was beneficial to him.

But what to say? Look at it with dialectical thinking.

Misfortunes are where blessings depend, and blessings are where misfortunes lie.

Whether these known changes will still be beneficial to Lin Hu in the long term is unknown.

But Lin Hui doesn't have to worry about this kind of thing anymore.

A person's destiny cannot be predicted by himself.

In short, Lin Hui feels that the current opportunity is promising.

It doesn't matter even if you can't cut off projects that rely on later versions of Unity.

For Lin Hui at this time, there were too many opportunities.

There are so many options to choose from, which can be a real annoyance.

Of course, what you choose in the future is a matter of course.

How will Unity's relatively slow development progress help Lin Hui at this time?

In this time and space, Unity now also has 2D game development capabilities.

However, at this time, Unity is really not complimentary of its functions for 2D game development.

The handling of elves is poor.

(ps:...Elf is a resource in the unity project.

In Unity if the project mode is set to 2D, the imported image will automatically be set as a sprite.

If the project mode is set to 3D, the image will be set to Texture)

The poor processing ability of sprites directly makes it very troublesome for people in this time and space to develop 2D games.

In most people's minds, 3D game development is much more troublesome than 2D game development, while 2D game development is easy.

The first half of this sentence is correct. 3D game development involves many steps, which is indeed very troublesome.

But the development of 2D games does not happen overnight.

To make a good 2D game, more effort is required than a 3D game.

Especially in the connotation, creativity, music and details of the game.

Because 2D games can only present 2D graphics, players will quickly have an overall evaluation of the game after buying it.

Therefore, 2D game developers will find ways to retain users.

And some 3D games are not very good even in terms of creativity and game content.

But as long as the graphics are outstanding and the effects are outstanding, it can still attract many players to fight to the last level.

It is still difficult to make an excellent 2D game at this time and space.

The current unity version of this time and space still tends to deal with 2D according to the UI idea.

This will undoubtedly greatly increase the workload when developing 2D games.

It can be said that if Lin Hui wants to develop the same 2D style game with the help of unity2017 and later versions.

It is much more convenient than using Cocos2d-x and the slower unity to develop 2D games in this time and space.

This is not the most critical factor.

The most critical factor is the parameters of the physics engine.

The physics engine used in more advanced versions of Unity is slightly different from earlier Unity versions.

In other words, there are differences between some versions of Unity in Lin Hui's previous life and the physics engine of Unity2D in this time and space.

What impact will there be if the details of the physics engine are different?

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