ATTENTION: I've already shipped one game with Unity. I have an entire video about this: kzitem.info/news/bejne/24eck3lnm4Cgqmk If you're new to this channel, please watch the video above before commenting, I beg you. As a side note: this has little to do with the recent licensing debacle (though it did make it a bit easier to announce this news) My dissatisfaction with Unity as a tool has been slowly growing throughout the development of Astortion. And working on Foundations only solidified these feelings. While I considered pushing through it, I think it would negatively affect the quality of the game and risk burning out in general. I hope you see where I'm coming from.
@Trombi01
9 ай бұрын
Even if it does not have anything to do with the debacle, I am glad you moved away from Unity. I think brilliant devs doing so gives confidence for the rest of us that there are other legimate possibilities out there. The whole Unity thing was really horrid, a show of blatant corporate greed. If they would not see demonstrable ammount of people leaving, they might think they can try again. Even if not exactly the reason, you still contribute to the push back, which I appreciate. This new approach will surely have it's own struggles, so I just hope you will find enjoyment in the solving the problems coming your way. I at very least am intrested in seeing how this new approach will turn out.
@MikeDesaro
9 ай бұрын
Love the decision. As a full time unity dev for over a decade and a bevy user it’s a fantastic choice. Bevy is coming up FAST and Unity is getting worse every year.
@lajawi.
9 ай бұрын
As an upcoming game designer still studying, I despise Unity. I hate it, it's clunky, you can't easily get an overview, and the UI is... outright bad..
@boatbomber
9 ай бұрын
This happens to every gamedev KZitemr. (Dani, Randy, the list goes on.) Rather than just making fun, I wanna take a moment to think about WHY it always happens. Maybe it's because the incentives of the system are rewarding the development of the game, rather than the release. Releasing the game to a flop would mean the destruction of an entire income, since development of a new project may not be a hit like the current one. It'd be risking the videos and the game by releasing. Maybe it's a matter of pressure? All games are released imperfect, but when everyone is looking over your shoulder during the process the flaws are apparent even before release so there's a pressure and need to always keep grinding for the unobtainable perfect game, otherwise people may not like the KZitemr for publishing with the flaws they've been made aware of by the videos outlining them. All that is to say, who knows. KZitem is a complex environment and there's likely no singular factor that causes this phenomenon.
@MellowKlug
9 ай бұрын
Fr it's weird that this has happened so many times. Maybe doing 2 hard and time consuming things at once makes them exhausted and they drop one. Dani dropped youtube and in this case it was the game(or the engine idk)
@TS-by9pg
9 ай бұрын
When you look at other indie developers that successfully release their games - you just don't see how much effort actually went into it and how many failed projects they had. On KZitem you can actually see all the failed attempts. Maybe because of the pressure from the audience, KZitem developers are more scared to fail and start from scratch. Also, yeah, KZitem definitely pushes you to prioritize wrong things in development. Cool visuals, flashy new mechanics. You can't just slap some programmer art and work on the gameplay
@endy2629
9 ай бұрын
Honestly, I think that not releasing games is not just a gamedev youtuber thing, but and indie gamedev thing in general. There are countless unfinished games that aspiring game devs have made which never got into a finished enough state for release. But no one ever sees these unfinished games. When a youtuber is documenting it you do. I think that the number of youtube gamedevs who actually end up releasing a game is probably pretty representative of how many indie games are released, out of the many more that begin development. Now I guess the question is why do so few indie developers end up actually releasing games. I think one of the biggest reasons is because of lack of experience, most of these people haven't done much gamedev before, and, as they improve, they keep wanting to change things and do things better. This often makes it awkward to work on a single project for a long period of time, often being thousands of hours to meet the original vision for the game.
@boatbomber
9 ай бұрын
@@endy2629 That's a very good point!
@sugrado
9 ай бұрын
The devlogs are the product, not the games. But aarthificial proved that he can code and finish projects (last video), and seems to be focused on the main game.
@RegahP
9 ай бұрын
Failing is OPTIMAL, my friend. Always know that, failing isn't a bad thing that can happen and that you can come back from, it is OPTIMAL. You HAVE to fail to be better. Your project is visionary, personal, ambitious, and passionate. I know your feelings towards it. Your change of approach is smart, and caring, and you'll fear it less as time goes on. As creative creators, you and me struggle with similar things. All the power to you man!
@aarthificial
9 ай бұрын
Thanks man! Really appreciate that!
@voxelltech
9 ай бұрын
Nice to see more Bevy adoptions! Also, using Vello for your UI rendering is certainly a great choice! I made a very minimal renderer for Vello for Bevy and used it to create simple motion graphics. It’s really nice. The only downside is that it’s still very experimental and lots of unsupported features like only round strokes and no HDR 🥲
@imvirpil
9 ай бұрын
In my experience, starting over isn't usually as intimidating as I thought it was. You get into the groove of it just so much quicker. Yes, even with a new approach like using Bevy. Also, in my opinion, this isn't really 'starting over', it's more of a 'continuing my game development on Astortion', because I see it as a necessary failure. If not for those experiences and mistakes, you would never know how you could actually make this game better (and what you actually want to do), and you've got a clearer vision for the game than ever before, so go for it, and good luck!
@SnowPeaGames
9 ай бұрын
Different because I dropped Unity for Godot, but I agree fully. So many things I struggled with in Unity - Input handling, dynamic window resizing - worked almost off the bat. I never realised until I made the switch that I was in an entirely optional fight against the *tools* , not just fighting a necessary part of game development.
@Waradu
9 ай бұрын
Always a pleasure to watch your videos. I'm excited for the motion canvas update (:
@TheExtremeCube
9 ай бұрын
I think the comments saying you should just buckle down and finish the game are wrong. If you always fight with your own tool that impedes finishing the game. Finding a workflow that works for you is important. Personally I am excited about this news, both for you as you seem to be eager to use the new tools, and as a viewer, it is exciting to see a gamedev youtuber try a less common "tech stack". Also I think you will probably become a much better programmer using something other than Unity. Good luck!
@TheExtremeCube
9 ай бұрын
@@speedboiiii2722 I can see what you mean, but by virtue of the fact that Aarthificial has been working on his game with Unity for a number a years already, I wouldn't say he is scared to start. Yeah, if you are overthinking which tools to use to find the perfect one without actually making anything, just pick something and get started. But it's perfectly fine to realise that the tool doesn't actually serve you as much as you'd like.
@Danilocked
9 ай бұрын
You got a problem if you really think that using, or not using, unity is what defines a "better" programmer.
@TheExtremeCube
9 ай бұрын
@@Danilocked nah man I left Unity and I no longer have a problem
@Danilocked
9 ай бұрын
@@TheExtremeCube Good for u
@tomoeatsock8794
8 ай бұрын
@@Danilockedthat’s not at all what he’s saying. He’s saying that if one is constantly struggling against an engine, or that it’s slow, clunky etc, they shouldn’t use it. No ones saying that an engine defines a developer. It just seems like you’re insensitive
@hallwaerd
9 ай бұрын
I’m sure this was a torturous decision to make, but I’m excited for you and your projects. Starting on the right foundation is key to success, and I’m confident you’ll be able to make Astortion better than it ever could have been in Unity.
@planckstudios
9 ай бұрын
This is inspiring! Schedules change but the clarity of vision you've earned will stay forever. Excited to see the progress
@pudimlaranja4118
9 ай бұрын
you're one of my main inspirations for game dev and i have to say that see you talking abt game mechanics play testing and stuff like that really conforts me because I've struggling with this for years i hope u get good progress with you new graphics library, and at least for me I'm not here to play the game of course i will play it when it come out, but i love your videos man keep it up
@tiileaf
9 ай бұрын
I wish you nothing but the best of luck. I've enjoyed all of my time with Bevy. You've shown yourself to be an incredibly talented dev, so I can't wait to see what you can do with it. Listen to your guts, not random comments like me. Keep up the incredible work!
@axxso719
9 ай бұрын
Can't wait to see what u'll do with bevy and this new tech stack ! Good luck
@antoniocapo4883
9 ай бұрын
Bevy feels like a great middle ground between GUI-driven engines, and a "pure-code" approach. It's something I'm really excited about, but finding to be pretty inaccessible. I learned a lot about system design from your Unity devlogs, and I hope you continue that level of detail in the new Bevy videos; it'll be a really valuable resource for people looking to start working with that framework.
@RenderingUser
9 ай бұрын
Bevy will get an editor eventually.
@donatoclemente4421
9 ай бұрын
Cant wait to see bevy stuff! Never used it so interested in hiw you use the workflow.
@bo00t
9 ай бұрын
I am very excited to see what you make with Bevy! I made the same switch about a year ago due to my love of Rust, but I still haven't really seen any big gamedev youtubers using Bevy.
@FelipeAndrade10
9 ай бұрын
Nice, I am looking into Bevy for a long time and I am exited to follow your project
@igrb
9 ай бұрын
SO happy to see this update, really hope everything goes well for you and astortion. Been watching the journey for 2 years now and am so excited to what we'll see with your newfound focus + tools
@mikkelens
9 ай бұрын
When you said you are planning to use bevy I literally gasped! I have been using unity as an amateur for quite a few years now and have felt a lot of the struggles you have, although in a lot less demanding sense (I’ve made a lot of game jam/school projects, but not a suuper long running one), and I have also been looking into rust/bevy for a more elegant and conceptually minimimal development experience. You have taught me how to clean up a lot of my unity systems and I am extremely excited of the possibility of this happening again with bevy in rust!
@embersworkshop
9 ай бұрын
I love this approach, I've spent years working on projects and thinking the tech had to be there in full before I could move on. My recent game I'm developing like you described: always playable, and any improvements are merely improving the game, but the game is technically always publishable since it's always playable. Makes it much easier to reason against scope creep because you can playtest to see how good the game is without that new idea or system.
@gesprengt6561
9 ай бұрын
When you said you needed an engine which lets you do the rendering yourself, I instantly thought of bevy and I was so excited when I saw I was right. Amazing language, amazing game engine.
@john9francis
9 ай бұрын
I’m super excited about bevy myself, so I got super excited to hear that you’re gonna switch to it! Best of luck to you! Can’t wait to see more videos.
@Tantandev
9 ай бұрын
BEVY!? I did not expect that, welcome to the rust cult :)
@aarthificial
9 ай бұрын
Happy to see you here! Your recent video about Bevy where you go over Cart's philosophy helped me a lot in making this decision 🦀
@alex-howard-media
9 ай бұрын
Hey! I recently used Motion Canvas to develop music notation and animation software, if that’s something you’d be interested in adding to the software as a whole. It’s super niche, but it let me explain musical concepts and animate notes onto a staff, keyboard, and other functions like that. It was a really neat experience. I’m excited to see the updates you’ll make!
@uniworkhorse
9 ай бұрын
Game development is so curious to me. I've never worked on a project that lasted so long it seems so daunting!
@thepro4805
9 ай бұрын
Well im glad you realised what are you looking for and im already excited to buy multiple copies of the game!
@auseawesome9112
9 ай бұрын
I was thinking 'surely something like godot' but wow, you went with something fully custom like Bevy. Hopefully the workflow suits you and works for the game you want to make. Thanks for making such amazing content, tools, and explaning concepts in such an interesting and intuitive way. I look forward to see what you do in the future
@Nekkka
9 ай бұрын
In any case, I will always expect cool projects and videos from you!
@CoolJosh3k
9 ай бұрын
Unity was a great learning tool for me, but it also brought pain and challenges.
@Birb64
9 ай бұрын
Thank you so much, this has helped me understand how I should treat my game in development.
@haiperbus
9 ай бұрын
An important question all game devs end up asking themselves is "Why am I even making **this** game in the first place"? Did you conceive of a core game mechanic /gameplay loop that deserved to be explored? Did you have an inspiration for a specific atmosphere or story? Was it a convenient canvas to stretch your programming skills? That last one ends up happening a lot more often than one may think, and the subjects in question dont even realize it themselves until a tragic amount of effort already went in. I dont know you personally so I cant judge or assume, but I will try to at least leave a neat, ancedotal story that might inspire if you find that gameplay is something you must explore more. When making Half-Life 2, Valve created a debug tool to help with positioning props in their fancy new state of the art engine called the physgun. (those who play gmod are familiar) They quickly realized that they had an increadibly novel tool at their disposal and when they really thought about it, there was absolutely no reason to not let the players use it themselves, albeit nerfed for game balance. It also provided a perfect oppertunity/excuse for the players to directly engage with the most novel aspect of their brand new engine, which was the physics. That's how we got the gravity gun. Perhaps the tools you create that allow you to so powerfully manipulate the game's environment for debug purposes could have a function as well? This was a huge eye opener for me personally on my own projects. Sorry if I come off as rude or presumptuous!
@jarbarsi
9 ай бұрын
I was actually so hyped to hear you say you're going to be working in bevy, as a somewhat amateur game dev that knows more about programming than anything else, I've really wanted to be able to use bevy, as unity always makes me feel like I'm working against the engine, and alternatives either don't have the features/control I want (godot) or are too damn complicated for what I want to make (unreal engine), but I am too inexperienced to make much use out of bevy in it's current state, so I'm pretty excited to see somebody that knows what they're doing a bit more actually start making a full experience with the engine so that I can at the very least watch what it takes to properly make something in the engine while waiting for it to get a visual scene editor at the very least lol.
@tiddly5
9 ай бұрын
very excited to hear that you are making playtesting a heavy priority! all the fancy lighting and event and whatever systems are great to have, but it's super important to have a strong, fun foundation to build off of. looking forward to the future of this game, i'm sure reimplementing all the systems you've already developed will be far faster than making them for the first time
@TheSast
9 ай бұрын
Very excited to see Bevy in action and how you'll make use of it! and Rust in general! Do you think there may be the possibility to see a motioncanvas core and bindings rewrite in and for Rust in the future?
@warrenhenning8064
9 ай бұрын
Bevy bevy bevy bevy! Tantan has definitely done a great job hyping up Bevy. Good luck.
@fruitspunch
9 ай бұрын
Actually, I have to disagree here. To you it might seem, that you have nothing to show, but during your time with Astortion you not only learned valuable new skills, but you also created videos for other people to learn what you discovered. This made me think about aspects and problems in gamedev that I never considered. Not only that, but you also created tools in the process that other can use for their ambitious projects, like the animator and motion canvas. To say that you have nothing to show is simply false. You have created, you have educated and you have sparked curiosity and interest. That's a lot to for anyone to accomplish, let alone somebody that has "nothing to for it" Your work is great, the presentation is always on point and your voice and narrative style makes it a great and soothing experience. Well done and best of luck to your future goals and ambitions!
@gabrielmfern
9 ай бұрын
everybody going with bevy
@WuchtaArt
9 ай бұрын
Glad to hear about the changes! Hopefully this will help you finish the game. Good luck!
@knightmere3365
9 ай бұрын
This type of realization is something i am familiar with. If you truly believe the game would benefit from a soft reset then thats how you gotta do it. Even if you feel like you wasted all your time you really didnt, im sure you learnt many techniques and how the game should pan out. One thing i would just add is i loved your videos that worked on your own systems more like the pixel renderer, i look forward to see what comes next
@HeyIsfie
9 ай бұрын
Goodluck man, switching engine is hard, have been there a couple of times🙂
@ruzco4873
9 ай бұрын
bro you're so good at developing and video editing that I don't mind having a couple more years of good quality devlogs, take your time and learn from the journey, some of us will stay and new people will come along, overall I hope you keep enjoying making games bc you're hella good at it lol
@guyofek3583
9 ай бұрын
Love your videos and am very excited about the switch to Bevy ❤. Big fan of the engine. Good Luck!
@FugaceFugite
9 ай бұрын
Personally I think for 2D games going for the custom engine approach is a fairly solid choice. They often require a lot of special, unique handling of things, and game engines are typically not made for that. Had you not been versed in engine dev at all, it'd be a harder choice to take, but it's still doable to learn a framework like Bevy or SFML in a couple months or even less. I think in your case it's the right call. If you still can't get used to Unity after years of using it, then it simply isn't the tool for you, at least when it comes to Astortion. Even then, going from a lot of prototyping and exploration of your game's concept in a game engine to your own custom solution is not that rare, even for 3D games. By this point you probably have a good understanding of what the different systems in your game will be, what structure you want them to have to continue working on the game, what pipeline the graphics and assets should use etc. Having treaded this path before, my advice is to not skip steps while implementing your custom engine. A well thought out and designed engine while unlock more doors that you'll ever expect, while a rushed or unsuitable design will only impede on your ability to do what you want, much like Unity is doing to you from what I understood. (Side note that I personally really like Unity, but felt the same constant fighting the engine when working in Unreal Engine. A given tool won't fit everyone, and it shouldn't have to)
@BaronVonScrub
9 ай бұрын
Hey dude! I relatively recently had to make a similar call. I scoped my game around AI Art years ago when it was still a burgeoning oddity with zero commericality and only a minute fraction of the ethical issues that come with it today. I thought "Wow, this will be a super cool and marketable thing!" That obviously did not age well. Combined with the fact I was also wrestling with Unity, I ended up pulling the plug after 2 years of development, because it just wasn't feasible to rescope, and because I'd learned a lot in that time. I'm really hoping not to make a cycle of that. There DOES come a time to knuckle down and push through it, and just adapt around or correct your losses, but knowing when that is, and when to cut your losses, is an indie dev skill in and of itself. Here's to hoping us both luck in our new approaches. :)
@jubinjajoria2870
9 ай бұрын
Feeling Sad about the situation, but I respect your decision... I'm happy that you have a clear path now... I look forward to seeing your next devlog soon... One more thing... Can you upload your vertical slice on Itch or something... At least as a long-time subscriber (more like a lurker), we deserve this much... 😅😅
@officialcbyt
4 ай бұрын
4:57 I just wanna say I love using both engines and frameworks Both are very good But it doesn't always make the most sense to stick to one for every project I think it's best to choose what works best for your game, and BEVY seems pretty good for what you have planned for Astortion (I don't have any experience using BEVY but going off of what you said right before the timestamp, I'm pretty sure it's a perfect fit)
@thecodesailor
9 ай бұрын
Don’t give up mate! Keep up this great work
@theotherhive
9 ай бұрын
i'm looking forward to seeing how you use bevy
@Haapavuo
9 ай бұрын
I started following you because of the systems, not because of the game you make. That must tell something. Your new approach must be correct.
@JasonMitchellofcompsci
9 ай бұрын
An alternative to starting over. Refactor as much code as possible to make as few references to unity as possible. Then reuse as much as possible. I know that will likely only save 10-20% in a bad case and up to 70% on an exceptional case but I think it is good. I became a better programmer when I started separating core problems and logic from application. What are the core mechanics of your game? Code those in a way that exist outside of any system just as a pure code. It's more than just a code organization mundality. It's a fun intellectual pursuit that lets you code cool core mathematical concepts, as well as a fun review of what your game really is. It can be a really fun and productive way to code, and not just an annoying chore of making code "more correct". It's shocking how much it can accelerate your coding because what seems like huge steps to make a tangible change before adopting that idea, is really just "can I prototype a mathematical concept". And then bringing it to the user just taps into your muscle memory (which I guess you are ditching by changing systems but still). Basically stop coding applications. Code math concepts. Then code cobbling together of math into a system. Then presentation.
@JeffHanke
9 ай бұрын
I'm always excited for more rust and bevy content!
@skiesquiggles7319
9 ай бұрын
I think you're making a really smart choice here! Bevy seems like a great middle ground for your approach to development.
@DrakiniteOfficial
9 ай бұрын
Sounds like a good change of direction and that your experience on Solomon's Link has helped realign your priorities. If you're to be the sole developer of the game, then yeah, shifting to spend more effort on content is probably a good idea. Judging from how much passion you've shown, though, when delivering devlogs about all the Astortion mechanics, it feels like you're probably the type of developer that just wants to be a technical lead. Like, if making the game's content doesn't sound that appealing (I'm not saying for sure that's the case, but it sounds like it might be) then you may belong in a small team, where others do more of the design and content while you do the technical wizardry - making libraries, fancy renderers, tools, etc.
@soggy_dev
9 ай бұрын
I honestly think this is almost inevitable for game developers who lean hard into programming. C# is an okay language, but trying to do highly custom and performant work with Unity often feels like assembling a watch with mittens. Unity gives you tools to speed certain aspects up, but it's soul crushing to be forced to do things their general way when you know your specific game only needs something smaller and more efficient. Obviously this doesnt apply to everyone, but I would prioritize my own mental health and happiness by switching rather than forcing myself to endure that kind of toxic relationship with my tooling
@isto_inc
9 ай бұрын
Took us 10 years to really learn how to prioritize features properly. This new mindset just means a step in the right direction. Congrats on a new future filled with lots of progress :)
@anzhel3268
9 ай бұрын
i'm with you on this decision. go king
@toonlien4589
9 ай бұрын
this is a pretty reasonable approach. this can only affect the game in a good way. also i think bevy is a good choice! i didn't use it much, but from what i experienced it's pretty complete for an unfinished engine/framework, and i see a lot of devs doing incredible stuff with it. good luck with WGSL though. it's very good but can be frustrating at times for no reason (unlike rust, who can be frustrating for GOOD reasons) can't wait to see what's next :)
@ProjectStickman
9 ай бұрын
"This can only affect the game in a good way" Well, no, not at all. Making an engine from scratch can (and the vast majority of time does) kill the entire game and if it doesn't makes development incredibly slow.
@toonlien4589
9 ай бұрын
@@ProjectStickman i was talking about the "testing an idea before polishing it" approach
@Fredgast6
9 ай бұрын
just throwing it out there, web gaming is going to make a huge comeback. Keep an eye out.
@JacobMorshuEpic101
9 ай бұрын
Recognising mistakes is the first step to improve as a whole, I wish you good fortune
@deRNmEpRrMm
9 ай бұрын
GMTK's recent video about having a plan might be insightful to part of your problem and why you don't have a fun game after all the dev time.
@limo_was_here
9 ай бұрын
after the whole unity debacle this might be the best time to change engine. good luck mate
@midnightfedora
9 ай бұрын
Good luck! I worked in Unity for a few years until I swapped to Godot a few months ago. Unity was alright and functional, sure, but Godot just made a lot more sense to me and offers so much more flexibility for what I want to do. Having a development toolset that works for you can make a world of difference, so I hope this works out and you're able to reqch your game dev goals!
@MrMcCoyD4
9 ай бұрын
Don’t worry what it looks like, just do what you think is right :)
@bourbonbobo
9 ай бұрын
How you make your game isn't important, it's that you make it at all. Good luck taking a new approach to this project.
@NicOesterby
9 ай бұрын
What a setback, but it's definitely better to make the game fun than pretty. I did not see the switch to Bevy coming and was guessing Raylib before the reveal. Rust is great overall, but development is slow when prototyping and iterating. Bevy is also very unstable as mentioned in the video. On the other hand I am excited to see Bevy in use. Good luck!
@showoffvideo
9 ай бұрын
Just to join the many comments bandwagon. You should what you want/makes you feel happy. It's important that the process is the fun too, rather than just fun to release the end product. However I think what you have said is all true except the rebuilding/learning all those systems in the new technology will take a lot longer than you think (it always does). And just so you know, you have a great resource/pool of fans/testers who are willing to help, and don't be ashamed/afraid to post progress early for quick feedback. This is something a lot of us don't have great access to. But you should do you, enjoy what you love. My advise is to do a small project in the new system first, before falling into similar pitfalls. Whatever choice you choose, just have fun and keep posting and we'll keep watching.
@DaydreamStudios_Official
9 ай бұрын
Bevy is a very good choice 🤩
@phee3D
9 ай бұрын
I don't the problem is having a "perfectionist mindset". It's a problem of self confidence that plagues so many of us which stems from the feeling that the game represents you as a person. I often catch myself worrying about how an animation looks or how the menu items animate but if you really stop and think about it, the worrying comes from the thought of how other people will perceive you once they see the game you've created and make up opinions about you as a person. The key is to understand that a single game does not define you or, as an example, how an animation looks in the game doesn't define your sense of animation as a person. Cut the fat, remove your ego, prioritize finishing, work only on core mechanics, add more things only if required and only after the core mechanic is rock solid and if you're working on your first few games, the most important thing is to finish them even if they suck and to keep the scope very small, enough so that you can complete it in a few months max.
@sugrado
9 ай бұрын
Choosing Bevy after Unity is something for sure. At least the licensing is good. I do think you're going in the right direction, though.
@BloodyOrchidDC
9 ай бұрын
I have same issue with you. Usually, start building the basic small system or some framework for my game, like text effect for dialog, some UI structure for differ uses, even some data generation tools. But after making part of the game logic suddenly found some of the framework and tools have to change the same time. And spend huge time on these but not testing the basic game design. It is really depressed after the game play demo test and found have to remake a lot of things. Since my favorite dev change dev tool, I have to reconsider, again, maybe I should try something new instead of struggling with Unity.
@SiimonDev
9 ай бұрын
Do you have any concerns with porting to different platforms etc when using Bevy?
@aarthificial
9 ай бұрын
Not really, I'm only targeting Windows + Linux (and maybe macOS)
@chihchang1139
9 ай бұрын
good luck!
@mogaming163
9 ай бұрын
Just don't turn into another randy, that guy has spent years remaking and redoing the same code over and over again just to end up with a worse product and no games shipped and majority of the engine isn't even made by him (the one "game" that was shipped had numerous issues with memory allocation, audio distortion and crashing issues that he didn't address)
@MetaPikachu
9 ай бұрын
Brave.
@adamantii
9 ай бұрын
Astortion is a really cool name
@ackarpl2058
9 ай бұрын
I wish, I could be working with You somewhen
@roan7674
9 ай бұрын
Have you tried looking into xpbd rather than rapier for physics in bevy. From my understanding its custom built for the engine so it should work nicer :D However, I've not actually used it in the past and only have experience with rapier. I can vouch that bevy is a good engine and a good choice!
@rancoroustomberry3398
9 ай бұрын
I would suggest trying to make one or two very small projects with Bevy before jumping into it for a full game; it's an amazing engine with huge potential, but it is also still very young, and I found that to be problematic on several occasions when trying to make games with it. I think it just requires more work to make something work in bevy as of today, compared to something like Godot. Whatever you decide though, good luck to you!
@Soraphis91
9 ай бұрын
funnily, I was watching this channel because of all the tools you implemented into the unity engine, not really because of the game. I really like the idea of bevy, but have not done anything in it yet, because its not really complete (yet). Be careful that you don't trip over these things. Like your dialog system and everything that was working with unitys asset handling super easily and had a lot of comfort to set up... I wish you luck and success.
@wellmor
9 ай бұрын
I've never considered using Rust due to its coding style, particularly the placement of curly braces on the same line as the function definition. It feels unnatural to me, and I find it quite off-putting.
@laundmo
9 ай бұрын
i find that theres 2 types of programmers when it comes to these kinds of things: those who start realising syntax is irrelevant and stope caring over time, and those which grow more and more set im their ways. i clearly think one of these options is preferrable - consider for yourself which you think is better.
@wellmor
9 ай бұрын
@@laundmo I think there are many ways to grow without selfharm
@laundmo
8 ай бұрын
@@wellmor wacky mindset. not the "grow without" part but the "its selfharm" one
@peatral
9 ай бұрын
I think this is totally fine. And it's also fine to use whatever you want to use, as long as it keeps you productive, it suits your usecase and you are comfortable with it. If unity does not satisfy these requirements its time to move on. One could think a lot of the work you have done so far was wasted, but I see you channel as an incredible resource for intricate systems used in gamedev. Just keep up the good work and you'll finish astortion eventually.
@charlotteathena
9 ай бұрын
I think if you love game development it's okay to do game development for two years even if you don't have a game to release at the end of it! Designing systems is a good pastime even if they don't make it to end users
@ChunribuGame
9 ай бұрын
Okay, I'm going to start my Bevy adventure then
@fantomas1770
9 ай бұрын
but you have a godot pfp bruh
@ChunribuGame
9 ай бұрын
@@fantomas1770 Yeah, that's a problem for me
@fantomas1770
9 ай бұрын
@@ChunribuGame just stay with us, my brother in godot
@gostan2718
9 ай бұрын
@@ChunribuGame Share with us your journey. I kinda tired of Godot too
@fantomas1770
9 ай бұрын
@@gostan2718 mad cuz bad
@the-guy-beyond-the-socket
9 ай бұрын
Playtesting is thebest thing! Valve made their best games by playtesting everything and everything. From gameplay flow to lore decisions (rest in peace hl 2 beta, for the best). I recommend you researching it, training to receive criticism and listen. It took months for me, but its worth it. Thanks and good luck.
@NooNahha
9 ай бұрын
😌
@jaximo98_dev
9 ай бұрын
Usually this would have a decent impact in your viewership trust. But since you are more focused on the tech itself rather than the finished product, it may not have such impact. Is that a good thing to hear? Maybe, but I'm sure some would dislike that pharse. Either way, your channel is unique, so keep it up.
@faunux3890
8 ай бұрын
I was hoping you'd say bevy, but assumed you'd say godot.
@stefdevs
9 ай бұрын
ONE OF US
@TravisRayLive
9 ай бұрын
So, good for you for knowing things weren't feeling right and pivoting. My question is what made you choose Bevy over something like Godot or another smaller engine? Not advocating for anyone in particular, just curious. Bevy looks cool too.
@laundmo
9 ай бұрын
The way its shown, theres a lot of modularity involved in the plans for Bevy. Godot struggles with, for example, replacing the entire rendering while Bevy, unlile many engines, is highly modular.
@TravisRayLive
9 ай бұрын
Understood. Yeah, based on what I saw you doing with unity (the 2d normal map coordinates blew my mind, I loved that so much), it looks like you've really gotten a hold on what you're after. Can't wait to see what comes next. Love your dev updates.
@luk17032000
9 ай бұрын
Hyped to see Bevy in action!🎉
@RogueShadowTCN
Ай бұрын
Honestly, I read the comments first to see if Bevy was gonna be the thing. I've been trying bevy for just a few days, and it's pretty amazing. I've only done the tinkering for fun, but I've still been able to do things in bevy much faster than unity or godot...
@Duckamoly
9 ай бұрын
Learning to actually let yourself stop is such a challenging thing. I wish you luck in anything you do in the future and I'll be here whenever you do decide to share something. Have a great day/night, wherever you are. EDIT: One thing that really applies here is the "Art is never finished, only cancelled" quote. If we keep working on something forever, we'll burn out and never get to put our passion to true use. Also I think I'll take some inspiration from the top down approach and try that more in my current project that I've just started after actually breaking out of my rut and releasing something. Again, I say, best of luck, and take care.
@zio
9 ай бұрын
I've been following Your progress almost since the start and I have to say, that these gamedev videoblogs gave You one of the best possible tools any game developer can get. You've got pretty big audience, that is ready to test, complain and just simply - help You with any single process during the development. I would love to shout out here one channel, which is perfectly corelated with your issues - Wintergatan. Martin creates massive mechanical music instrument and he softlocked on creating components way too good looking instead of being practical in their form. He restarted his whole project and then started creating it again in "form from function" formula, which leads you to making best possible and most optimal solution, instead of focusing on looks only. Your plan with making "base" of a game is the best You can start. Just create something that works, plays nicely, then refine the graphics the way You've learned to during previous processes. And USE Your audience as community, that can help You deliver best gameplay experiences player can get. Good luck, mate. 💪
@SikerGaming
9 ай бұрын
I had the feeling in the back of my mind but couldn't tell what it was, thanks for putting it into words. Yeah, this feels exactly like what Wintergatan went through going from MMX to MM3. The only difference is that there won't be a full year of silence like when Martin dropped off the face of the earth after quitting the Marble Machine X. Luckily it doesn't seem like they're going to constantly threaten to quit the project if it's not perfect like Martin has been doing with the MM3. Martin's perfectionism has been an issue. I'm glad Aarthificial has an understanding that the game will "never be perfect", because that means it'll _actually come out_ when it's good enough.
@StriderGW2
9 ай бұрын
Wintergatan also came to mind for me, while watching this video
@qwfp
9 ай бұрын
I was so ready for you to say "that's why I'm switching to Godot". Bevy is a surprise to be sure, but a welcome one! Good luck with Rust. It can be hard at first and overall it's pretty stiff(?), so it's not great for prototyping. Been here from the first video, waiting for the next one. Cheers!
@aarthificial
9 ай бұрын
Thanks so much!
@raremc1620
9 ай бұрын
I was honestly expecting something like that about godot :D I love rust heavily, though personally for simple and fun games that I want to make, Godot is easily the better choice, since it's so easy to handle. Though it's rust bindings are not finished, and so, I need to use a different language myself. And while godot is easy for something you want to make with simplicity, bevy definitely looked nice for more.. Complex and hand tailored projects
@catgirlQueer
9 ай бұрын
as someone who's currently experimenting with some rather custom rendering in Godot (less custom than Astortion, and more suitable for how Godot's rendering pipeline already works, but rather custom nonetheless), if I was working on rendering things in ways as specific as Astortion I probably would just write it myself in something more modular like Bevy
@raremc1620
9 ай бұрын
@@catgirlQueer Exactly! To be fair, for a new project of mine, I'm thinking if I want to use a custom render pipeline with godot, or use Bevy to begin with..
@t3ssel8r
9 ай бұрын
wow, thanks for the brutally honest reflection. I definitely have learned some similar lessons over the past few years as well.
@nikmirza6811
9 ай бұрын
04:33 I would advise against Blender for level design, assuming you're making 3D/2.5D games. I do recommend using something like TrenchBroom for 3D level, and LDtk for 2D. There is a lot of QoL feature that Blender does not provide for level design. Pain point is texturing/uv map, TrenchBroom workflow would definitely help but since you're using Bevy/Rust you might need to build an importer.
@aarthificial
9 ай бұрын
The game is 2D but it's not based on a grid. Does LDtk support things like procedurally generated meshes that follow a spline, for example?
@nikmirza6811
9 ай бұрын
LDtk is cool for how it organized the level. It also had entity that you can set custom properties to and place your custom object implementation on the map. But if the case is for real-time level editing, it should be worth the effort to build a custom level editor. Haven't seen many small indie gone that route so far.
@Nyubug
9 ай бұрын
@@aarthificialYou could use Blender geometry nodes for that, but I assume you are aware of this.
@idedary
9 ай бұрын
I was in the same spot as you, stuck using my old game engine even thought it kind of sucked and I didn't enjoy it. In the end, I always defaulted to making an abstraction layer, a custom solution to hide the engines' shortcoming. But then I decided to try to learn something new. I got to know Bevy and started porting my project over. Best decision I could have made. Not only did getting familiar with Rust spike my coding expertiese, it also made me feel like my time spent programming libs for Bevy was worthwhile. Rust is an amazing ecosystem and writing an abstractions feels so good. Like building an automated farm in minecraft or playing factorio. This shit just feels right. From the videos, I can tell you are the same kind of person as me. You wont regret learning Bevy. It's the ultimate toolkit and it's source feels like your games code.
@bilalinci4981
9 ай бұрын
The thing I'm most upset about is that even though you've learned the unity editor library very well, it won't be very useful anymore (the experience you've gained will undoubtedly work.). I have been developing tools with the unity editor library for a long time. It's hard for me to leave unity. I can't even think about you! I hope all this will get better.
@bilalinci4981
9 ай бұрын
(unity editor is nightmare)
@mikkelens
9 ай бұрын
learning a bad tool can be good experience if you are able to recognize better tools
@askeladden450
7 ай бұрын
Honestly, you are just boxing yourself in. What are you gonna do if unity goes out of business? The lifetime of software is limited, and you will be in no mans land when that happens to unity. Gamedevs should focus on general skills and patterns, not hyperfixate on engine specific details. I created a lot of editors in unity, but I focused more on the ux patterns rather than apis. I now use godot and all that knowledge is invaluable and i got more productive within a week in godot than i had ever beeb in unity.
@watermelon0guy
9 ай бұрын
I hope you like Rust. I recently started studying it, and I like its flexibility and the number of already built-in functions like in Kotlin. But it is much closer to hardware, and faster than the above languages. Good luck on your way
@i_love_python5862
9 ай бұрын
I hope you don't get exhausted while developing Astortion. I want to see you being passionate about developing Astortion, and if the developing process is painful for you, it would be better to change to a better workflow. I really enjoyed watching your coding adventures, and would wait for more!
@DPedroBoh
9 ай бұрын
I dont see it as a reset, this is just another part of the process, im glad you learnt so much about the reality of gamedev even though you already knew so much about the technical part. Your new aproach is much better and more realistic
@bruderdasisteinschwerermangel
9 ай бұрын
bevy seems like a solid choice for someone who wants to do the kinds of things you do. Excited for what you'll show us next
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