this post was submitted on 12 Sep 2023
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This is of course not including the yearly Unity subscription, where Unity Pro costs $2,040 per seat (although they may have Enterprise pricing)

Absolutely ridiculous. Many Unity devs are saying they're switching engines on social media.

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[–] sederx@programming.dev 77 points 1 year ago (3 children)

founding your business on proprietary software is just a crazy gamble.

[–] June@lemm.ee 69 points 1 year ago (1 children)

I turned down a job offer at a company that relied solely on twitter’s api in order to accomplish their goals. It was a sales lead generation tool that used a scripted approach to warming leads before handing them off to AE’s to bring home.

Within a year Twitter shut down their access and the company went under. That’s the day I learned not to trust another company to allow you to make money with their product permanently.

[–] killa44@lemmy.world 24 points 1 year ago (2 children)
[–] June@lemm.ee 15 points 1 year ago (1 children)

AWS is different as it’s a product marketed and sold as a product.

This company was using Twitters api in a novel way that want subject to an agreement, just Twitter’s whims to allow it to continue.

[–] foo@programming.dev 4 points 1 year ago

I worked for a company that used Google application engine for all of their cloud tools and services. Then one day Google flipped a new billing process and the entire thing became more expensive than self hosting. Sure gae would let us scale to support insane levels but the product was never going to need that scale.

[–] GBU_28@lemm.ee 2 points 1 year ago

Any aws pipeline I build I write as agnostically as possible, and usually write basic ideas and selections from another platform into my docs and proposals.

It's happened twice in my career that a shop had totally jumped provider, which isn't a lot but is enough to keep one eye open

[–] Zacryon@feddit.de 34 points 1 year ago* (last edited 1 year ago) (1 children)

Developing a good and feature rich game engine which also runs performant is a huge effort. That alone can cost a good team 2 years at least. Even more if we consider todays graphic standards. That's nothing which smaller studios can easily deliver. So yeah, it's an obvious decision to buy a license for a proprietary engine, where a lot of work has already went into. That's just business and nothing crazy about it. Companies using services or products of other companies is pretty ordinary.

[–] 257m@lemmy.ml -5 points 1 year ago

FOSS alternatives to Unity exist though. And from my personal experience it looks like Godot seems like the better engine anyways. Not to mention the fact that there is no need for a game engine to create a game. Opengl + a windowing/utility library is ideal.

[–] Hadriscus@lemm.ee 31 points 1 year ago (46 children)

Until a few years ago there was barely any alternative afaik

[–] givesomefucks@lemmy.world 4 points 1 year ago

Did they clear it with the owners first?

Because if you don't, and later they pursue the legal route, there's not much you can do, you agree to their terms or fight a lawsuit where they'll likely take everything

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