The more I play with Unity, the more it feels like the workflow of Flash Pro, whereby you attach scripts to instances of actors on the stage.
I’m not talking about the ‘pure code’ approach that all ActionScripters have become used to now; but the decentralised collection of independent scripts associated with timeline movieclip instances (behaviours, if you will).
For those who have played with any of the above and want a good tutorial to get stuck right into games development with Unity, this (intermediate level) tutorial is great.
I’ve been playing around with the Unity game engine and keep having flashbacks to a little know 3-D game dev tool I used over 10 years ago – called Virtools.
Most people will not have heard of Virtools, which itself was called NemoCreation in a previous life, until legal problems forced them to go away and rebrand. It was way ahead of its time, supporting real-time ray-tracing, hardware acceleration, full Havok physics an easy to integrate multi-player solution, long before the more popular Shockwave 3D and WildTangent had anything close.
The workflow was very similar to Unity and I had originally pinned a lot of hope on it. But, the platform was too restrictive, provided no sensible scripting alternatives and was prohibitively expensive to license. Getting hold of a trial license was notoriously difficult, too. So there were simply not enough people creating worthwhile content for it.
The licensing fubar and possibly the fact that it was way ahead of its time, were probably its death knell. But I tip my hat to what could have been.
Improving the usability of an interface, by making it do more or less what the user actually expects of it, is a pretty good route to an overall sound user experience. Yet, there’s one key mistake almost every interface I’ve looked at makes in this regard – what I call the Spurious Stimulus Response. That is… Continue reading Wait for it…→