jeez you sound like fun
jeez you sound like fun
Tagline: “Vision. Airy.”
very pleased to see Sharn at #1. Eberron is by far my favorite D&D setting and imo still criminally underlooked
it’s actually my favorite engine for game jams too. you get a great input system out of the box, a really fast build and compile time when you stick to blueprints only (which is more than fine for a jam), and great lighting for practically free when turning on lumen, if you care for that.
God I hope that’s true. Though if it is, it’s gonna be a massive blow to Stormgate, which I’m also hyped about
I gave it a whirl two days ago and wasn’t too impressed. I tweaked the settings somewhat but couldn’t get the power draw to come under 21w, which is quite a lot, and still had a pretty muddy result on screen.
Am I doing something wrong? D:OS2 ran impressively well with low power draw, so I was hoping for something similar here
Every console shooter should come out with well-implemented gyro aiming that is turned on by default. It’s ridiculous how much you gain in precision by using it after only a little bit of practice
I hope they do. Valisthea is a pretty amazing setting and they could do a lot of things with it
Keep an eye on Roots of Yggdrasil if you’re into Against the Storm! They’re trying out a different take on the roguelike city builder concept
Same thing for me. I feel like Obsidian fares better for my work notes which are mainly text, and Notion fares better for my personal (and D&D) notes, which include more media.
Depuis que la nouvelle est tombée, je suis déjà rendu à 3 amis que j’ai converti à DuckDuckGo pour leur moteur de recherche par défaut sur leur navigateur. À date ça va bien!
False. This 200k number assumes you would stay on Unity Personal, which breaks EULA anyway since you’re required to buy Unity Pro once you have more than 200k in revenue and funding.
The real cost for 1M installs, under Unity Pro, would be 62k$, to which you’re adding 2k annually for every seat of Pro you need, that’s it. Again, this assumes you’re making upwards of 2M$ annually. As soon as your game falls back under that, there’s no runtime fees anymore.
Compare with Unreal, where as soon as your game made 1M$ revenue over its lifetime, you’re on the hook for the 5% revshare perpetually. Over time, there’s loads of situations where that will stay more expensive.