Just a basic thing like being able to modify gameplay objects directly in the editor during runtime is quite huge in my opinion. This is likely subjective to some degree and requires the right plugins and tools, but a better development workflow in general and more ways to customize it.User friendly and flexible handling of resolutions and graphics settings (although I hear later versions of AGS has improved on this).Switching to an engine like Unity for the studio also gives us the option in a longer perspective to work in 3D or make games in other genres than adventure games, should we want to.īut to put things in more concrete terms, these are some of the bigger reasons we made the jump: We believe that we had to make the switch at some point to stay competitive as an indie, and this fairly straight forward project (essentially a port and then expanded and improved) turned out to be an excellent way to learn the ins and outs of the engine while staying in familiar territory. These engines have teams of hundreds of developers constantly improving and maintaining them, and huge communities that churns out powerful plugins, frameworks and assets on a regular basis. Well, AGS has been used for a number of commercial games but it is essentially a hobbyist tool, and I believe it will always stay a step behind modern game engines such as Unity or Unreal in terms of features available both for the end user and the developer. I mean the second, and both! What was the reason you felt you needed to switch to Unity for the remaster? Hm, not sure exactly what you mean? Do you want to know how we have replicated a look similar to AGS in Unity or are you wondering about what kind of technical features Unity has allowed us unlike AGS? And if it's the latter, do you mean from a player experience perspective, a developer perspective, or both?
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