this post was submitted on 23 Jan 2024
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UPDATE: So, apparently it's mostly fake, taken from this article [translation] (where they even mention some kind of VCS).

However, even though it's not as absurd, it's a great read and a pretty wholesome story, so I recommend reading the article instead. And I'm even more convinced that this studio really does not deserve any of the hate they are getting.

Here is my summary of some of the interesting points from the article:

PocketPair started as a three man studio, passionate about game development, that couldn't find an investor for their previous games even though they've had really fleshed out prototypes, to the point where they just said "Game business sucks, we'll make it and release it on our own terms", and started working on games without any investor.

They couldn't hire professionals due to budget constraints. The guy responsible for the animations was a random 20-yo guy they found on Twitter, where he was posting his gun reload animations he self-learned to do and was doing for fun, while working as a store clerk few cities over.

They had no prior game development experience, and the first senior engineer, and first member of the team who actually was a professional game developer, was someone who ranomly contacted them due to liking Craftopia. But he didn't have experience with Unity, only Unreal, so they just said mid-development "Ok, we'll just throw away all we have so far, and we'll switch to Unreal - if you're willing to be a lead engineer, and will teach us Unreal from scratch as we go."

They had no budget. They literally said "Figuring out budget is too much additional work, and we want to focus on our game. Our budget plan is "as long as our account isn't zero, and if it reaches zero, we can always just borrow more money, so we don't need a budget".

For major part of the development, they had no idea you can rig models and share animations between them, and were doing everything manually for each of the model, until someone new came to the team and said "Hey, you know there's an easier way??"

It's a miracle this game even exists as it is, and the developer team sound like someone really passionate about what they are doing, even against all the odds.

This game is definitely not some kind of cheap cash-grab, trying to milk money by copying someone else's IP, and they really don't deserve all the hate they are receiving for it.

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[–] Mikina 6 points 10 months ago* (last edited 10 months ago) (2 children)

It turned out it's not true, they did use VCS. However, they mention a pretty horrifying story about VCS nonetheless.

They were a team without prior or professional gamedev experience, and they were using git. The first senior engineer, and first member of the team who actually was a professional game developer, was someone who ranomly contacted them due to liking Craftopia. But he didn't have experience with Unity, only Unreal, so they just said mid-development "Ok, we'll just throw away all we have so far, and we'll switch to Unreal - if you're willing to be a lead engineer, and will teach us Unreal from scratch as we go."

And then, they also mention this:

Surprisingly, [the new engineer] had no experience using the version control system git.

According to him, Perforce seems to be a better match for Unreal Engine.

But Perforce is too expensive. This is not the amount that a company like us would pay.

If you can't use Perforce, you should at least use svn instead of git.

Fully trusting his words, I also migrated my version control system from git to svn.

[–] [email protected] 5 points 10 months ago

God, I need a drink or two after reading that. Just chaos.

[–] [email protected] 1 points 10 months ago (1 children)

I haven't touched SVN since my mod installing spree in Garry's Mod.

[–] Mikina 4 points 10 months ago

On the other hand, now that I think about it, SVN may actually be better for Unity projects than git is, at least in some areas.

One major issue with Unity and VCS are the scene and asset files. Trying to mere scene changes when multiple people have worked on the same scene is hell, to the point where it's usually better to just choose one changset and manually re-do the other. I know there is a unity merge tool for that, but since you have no idea what exactly it did, it's been pretty hit or miss. SVN could solve that issue, since you can just lock files.

However, that still doesn't outweights the benefits of virtually every other feature of VCSes.

It's such a shame that Unity are greedy bastards that tend to buy out and heavily paywall amazing projects. I've worked with Plastic on one project, and it's amazing. I've really enjoyed the workflow, and the way the merging works is awesome. But then, Unity came and now it's unaffordable for anyone but larger teams.

Same with Parsec. Parsec has been an amazing alternative for Steam Remote, that had open source SDK and libraries to integrate directly into games. It was a perfect alternative for smaller teams that can't make proper multiplayer. And once Unity bought them, they've removed access to SDK only for companies that directly ask for it - which we (being a small student project done on our free time, that really could use MP since it's two player only local coop game) have done, mentioning that we're really just students and hobbyist.

They response? They basically said "Sure, we can give you access to the SDK, no problem. The first step is to pay us 1 000 000$ for it.". How can anyone be so out of touch?

Maan, I hate Unity.