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Can I use Personal for commercial development?Yes, you can! As long as you have an annual revenue capacity or funds raised capacity of less than $100k per fiscal year, you can create with Personal.
That is hilarious. Like they don't have 60$ per month for full license...Edit: 125$ per month now, used to be lower.
Everything right with System Shock Demo (2016):Hovering over an object shows description text that is also randomized.
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This is not a right thing, this is a horribly wrong thing. In SS1 you could get an item description immediately by clicking. This delay forces you to wait and stare until something appears... or not! Apparently only some surfaces have descriptions.
I guess I don't have to wait for you to act as dumb as a sack of hammers, because you're already done that.
Here goes... Everything wrong with the System Shock Demo (2016):Excess bloom usageExcess reflectivityExcess saturated lighting (colored lighting should be subtle for main lights)Poor lighting contrastHideous inventory (white squares?), I know it's temporary (let's hope!)Inventory blocks viewInventory blurrs viewInventory is too large (same complaint as original game, oops!)Inventory is missing slots for 5 more weapons (7 total)Object info text is too small in the inventoryMovement restricting handrails everywhereLadder climbing takes away controlLadder climbing prevents shooting while on laddersLadder handrails are excessively largeRepair bot scale is a little too smallDoors can only be used by tiny buttons instead of whole doorTiny fiddly usage of keypadsTiny fiddly usage of puzzle panelsTiny fiddly buttonsSparqbeam sounds awfulSparqbeam beam is too largeSparqbeam effects are too flashySparqbeam gives no indication of cooldown for overheatingSparqbeam only has two settings of intensityPipe swing is like molasses, even slower than originalServbot attack distance for short arm swings seems too longServbot doesn't fall overLocational damage difference for humanoid mutant (head hits hurt it more)Getting hurt creates random rectangles/squares on the screen, what kind of cheap hardware is this cybernetic interface anyway, can't take a little bump? Crates look generic and nothing like original cratesGore is a tad excessive, M rating instead of T, severely restricted target audienceToo much horror theme elements, not enough cyber punk elementsViolin music is just wierd, cliche creepyHead bob is excessiveNo prone (can of worms...opened!)Generic looking main menuTitle font not very cyberpunkPoint filtering on textures conflicts with styleFall damage occurs at too low a heightHorrible control stealing sluggish out of character item pickup animationsSluggish weapon switchingMuffled Rebecca Lansing emailUnnecessary, character-altering changes to critical-to-story dialogueThe System Analyzer DOES NOT MONITOR BIOMETRICS!! that would be the Biological Systems Monitor, System Analyzer tells you station status Everything right with System Shock Demo (2016):Nice note added to cryogenic incubator screen "Please Proceed to Reception to collect your personal belongings and check out"Hovering over an object shows description text that is also randomized.Attempting to use an unuseable object shows a randomized response yet with specific responses for particular objects (shelves, lights, etc).The light fixtures are neat having a layer of glass in front of the bulb.Can put objects back in cratesLeaningThe station is rotating (or at least the skybox is)Other parts of the station are visible through the windowSaturn is visible through the windowThe sun is visible through the windowThe sun casts shadows through the window that move as the station rotates...questionable that it would be that bright at that distance thoughFall damage existsSparqbeam overheatsSparqbeam has adjustable setting (albeit only 2)It Runs (not very stable though, pre-alpha no faults there)It's a startI'm sure there's more but I figured this was a long enough laundry list of items Night Dive can improve on. I hope they can continue to improve on what they have and make a great game, in spite of some perhaps poor decisions as all of you have been discussing so fervently. This is just a pre-alpha demo after all. I'm willing to cut Night Dive some slack even though I may be the biggest old-schooler and purist on here.P.S. Gawain, they just made several hundered thousand on Kickstarter over the past couple days so yes I'm sure they will upgrade to the professional edition of Unity 5.
P.S. Gawain, they just made several hundered thousand on Kickstarter over the past couple days so yes I'm sure they will upgrade to the professional edition of Unity 5.
I certainly hope they don't let grumpy purists stimy our chances for an improvement of a great game - in the name of repeating the past. We already have the enhanced edition for that, and a bunch of community projects.Thankfully, they seem genuinely interested in doing something new with it. Obviously, that doesn't mean all changes will work - or they're perfect - but I'm more than willing to take a chance. The original game remains untouched, afterall.I've already braced myself for the inevitable onslaught of whining about how every single change is yet another example of catering to stupid young people - and how everything that looks remotely modern means it's "flashy" and "retarded".I suggest all who're interested in true evolution do the same
It's like 2007 all over again.
The demo was just a proof-of-concept. Why on Earth would they use a paid version when it was completely unnecessary?It's 99.9% certain that the full game will be made with the professional edition, so who cares.Amazing what people can whine about.
Because (and thank you, Gawain, for clearing this up) it was very likely that the full game would have code in it developed for the demo, on the Personal Edition. Now I know it is a commercial licence, just a limited one, there should't be an issue in moving the code to the professional edition for the full release.
Please explain to me how that would be a problem.What would be wrong with taking code from the personal edition and implementing it in the professional edition, even if it wasn't a commercial license.I trust you understand that the language used for developing scripts in Unity is almost entirely separate from Unity itself, right?
Because the whole reason there're separate editions, is so Unity makes money on games developed on it. If developers just use the Personal Edition and only move to Professional just before release, they're screwing Unity out of their fees for the time spent in dev.
You can right-click objects to pick them up, but only if they're lying around (not in a container/body).DKDArtagnan, I'm going to acknowledge being wrong about Unity's business model. However, that same website lists a Revenue Capacity for each edition. For as long as Night Dive are making above $100k per year, they can't use Personal Edition at any stage of development.
Not immediately attacking your opponent for being wrong is rarer, which is unfortunately what leads to avoiding apology. Have a .