Hello there, children of Faena!
In this new blog entry we want to focus on what engine we are using and why we’re working with Unity assets to create Azura – The Two Views of a World.
The Engine that keeps the game running
The engine that we’re using to develop Azura – The Two Views of a World, is Unity. It’s a pretty decent game engine that we’re familiar with for many years. Unity is very powerful. We have several options to maximize performance through several techniques, such as occlusion culling. It’s used to render only those objects, which are seen by the player. Any other objects are just “turned off” so that your graphics card will have a pleasant time, as it doesn’t have to calculate too much.
High quality textures will provide a good looking ambiance through dynamic lighting and there will be much more to come!
We also know there are a lot of voices out there when it comes to comparing Unity and the Unreal engines. But we want to anticipate at this point: Both engines are quite good and we don’t prefer any of them. Unity is just the engine we’ve started developing with and we know some tricks and gimmicks, when it comes to working with it. We’ve learned a lot during our careers as business developers and now this can flow positively into the gaming development.
We’re working with Unity Assets
Unity assets are – for those who don’t already know – pre-built packages that are downloadable and usable for everyone, who has Unity installed. The range is not limited here.
We want to be honest with you – not everything you see in our pre-alpha footage is made by us. We’ve bought a lot of assets, be it 3D models, road creation tools, clouds, sky-boxes and a lot more.
But here is the thing: We’re just a team of two members.
If we had to create everything by ourselves, we wouldn’t be able to finish the game at all, or would need a much higher funding goal that needed to be reached. This is not what we want. We want to focus on storytelling, world-design and implementing the game mechanics. There has to be a lot of coding to be done already and this will be very time consuming.
But that’s okay! We’re neither here to dilly dally, nor do we want to rip anyone off by just sticking a few assets together.
To say it metaphorically:
“We’re buying the timber and nails, but have to build the shack by ourselves. That depends on our working skills.”
At this point here is an excerpt of things that we have to create by ourselves – with no additional help from the outer world:
- Realizing the two views of Azura and Josh
- Building an inventory system
- Implementing a dynamic weather system
- Developing a main story
- Developing side stories
- Implementing a quest system
- Creating a character improvement system
- Implementing dynamic music and SFX
- Creating ingame cut scenes
- Developing NPC behavior
- Designing the world and it’s regions
- Creating the world’s environment
- Implementing the surviving system
- Developing a combat system
- Developing the system for building
- Developing the fear system
- Designing all menu screens
- Implementing all menu screens
- Implementing a loading and saving system
- … and the list goes on
(also the order doesn’t matter here)
Assets alone won’t make a game…
So as you can see, buying assets alone won’t make a game – at all! There has to be done a lot more.
Plus: It doesn’t stop at just buying e.g. 3D models. Many of the textures and shaders of the assets have to be reworked, so that they fit the final style of the game.
“We could go into the forest ourselves to eventually have lumber, but that would take too long and cost a lot more, both time and money.”
If you have any questions regarding those topics, feel free to contact us!
Also make sure to check out our previous post, so that you won’t miss the start of our campaign: The Azura Kickstarter Launch!
See you soon!
Daniel & Sebastian