If you recall, a few weeks back we posted Part I of our Developer Diary by our senior developer Dennis DeMars.
The first part was a transcription of our original white paper stating the criteria. This go round, Dennis gives us what he calls “a brief summary of our results without going into lengthy detail about all of the technologies we considered and rejected.”
And with that, I again turn the blog over to Dennis.
DEVELOPER DIARY – PART II
Summary of Results
The most advanced and most widely used 2D game systems in particular seemed to be tied to the iOS and Android platforms, and could not have satisfied our requirement to run on Windows.
We did look at some 3D game engines including Ogre and Unity 3D. Initially we did not think we would be able to produce a true 3D game due to the large development costs (especially for developing graphic assets) and learning curve we believed would be associated with a 3D game.
However, after testing the capabilities of Unity3D, we discovered that it includes a superb development environment including a terrain editor that was perfectly suited for our needs and the capability to include interaction and animation very easily.
Also, we found that there were some available assets customized for Unity3D that were relatively inexpensive, so the cost of developing assets would be far less than we anticipated.
The main problems were:
1) We needed to do a lot of form-based interaction. Unity has a primitive GUI system and it would not be practical to do a lot of form-based or text-based interaction in Unity.
2) We needed to play some canned video and 2D animations at various points in the game. This is also not practical in Unity.