https://nitter.net/unity/status/1703547752205218265

  • CriticalResist8 [he/him]
    ·
    1 year ago

    Called it. They run the super egregious impossible license for a few weeks, then walk it back and pull something still bad, but not as bad as the red herring proposal.

    • JeffBozo [he/him]
      ·
      1 year ago

      It's in the same vein as the YouTube apology videos that go "I'm sorry for offending you"

    • Nakoichi [they/them]M
      ·
      1 year ago

      lmao this is incredible. With only my limited knowledge of some mod tools and importing and exporting to and from various art tools and game engines, I understand enough of this to know how funny this is.

      • NoisyOwl [he/him]
        ·
        1 year ago

        To be fair, that guy clearly has a ton of experience at this sort of thing, and just an unbelievable amount of hacker energy. I'd be timid about wading through that large of a task that might not work.

        Still, I think a more normally-talented dev could pull that off in a week for sure.

        (Also worth noting that Qud is super procedurally-generated and stuff; converting a bunch of scenes you composed in the engine would be a lot less programmery and probably more manual.)

        • Awoo [she/her]
          ·
          1 year ago

          I think in this case it also helped that he is clearly incredibly pissed off.

          That kind of pissed off can make you move mountains sometimes. I've done things in days that should take months when I'm angry enough to go on that kind of warpath.

          • NoisyOwl [he/him]
            ·
            1 year ago

            Yeah, I've been there before. I actually made the first version of PK Scramble while incredibly pissed off at some of my friends (who I should've been only mildly annoyed with so venting it all on a random project was healthier).

    • SummerIsTooWarm [any, undecided]
      ·
      1 year ago

      Wow, that was a nice read. Kind of impressed that their design choices paid of so well. Having an ASCII Renderer ready helped, I guess, but it would be nice to see Qud completely on Godot sicko-lea

    • oregoncom [he/him]
      ·
      1 year ago

      I'm gonna be honest, what use does a game like Caves of Qud even have for a game engine lol. It seems all the actual game logic is his own code and he only used the engine for rendering fancy ascii tiles?

      • NoisyOwl [he/him]
        ·
        1 year ago

        I don't really know in Qud's case, but sometimes an engine helps with some surprisingly basic stuff.

        I just went from hand rolling my own engines to using Godot, and it's just incredible how nice it is to have something move my textures in and out of the GPU for me instead of having to do my own texture atlassing and preloader. I could rewrite the entire renderer and game loop by hand and I'd still be gaining stuff like that.

        Still probably easier for Qud to switch engines than it would be for a lot of games. A lot of Unity devs don't even program and are just stringing together a dozen no-coding packages they found on the unity app store.

    • Aabbcc@lemm.ee
      ·
      1 year ago

      Hoping to see big names like slay the spire 2 port to godot. Would be nice if the "red herring and walk back" strategy had some fallout

  • UlyssesT
    ·
    edit-2
    15 days ago

    deleted by creator

  • bigboopballs [he/him]
    ·
    1 year ago

    why do HR teams still talk like that? there is nobody alive who doesn't roll their fucking eyes when a faceless soulless corporation starts saying shit like "we hear you" "we see you" etc.

    • UlyssesT
      ·
      edit-2
      15 days ago

      deleted by creator

    • 7bicycles [he/him]
      ·
      1 year ago

      The material explanation is that it's still the least-worst option. I mean hand me a better paragraph about it that doesn't include actually changing anything and I'll revise my view on this but as it stands I'm pretty convinced if you have to communicate "We are garbage" you can't actually do better than this.

      Of course the solution is to not be garbage, but that's not changing anytime soon

  • SexUnderSocialism [she/her]
    ·
    1 year ago

    We have heard you. We apologize for the confusion

    Lmao, fuck off. I've already made the switch to Godot, and I'm definitely not coming back, you skull fucking leeches. Plenty of other developers I know feel the same way after Unity has shown how greedy and untrustworthy they are. It's a damn shame too, because I've worked with Unity since the 3.x days, over 10 years ago, and enjoyed the workflow. Unfortunately, they've really been hard at work turning up the shit dial for years now. It's not going to get any better.

  • UmbraVivi [he/him, she/her]
    ·
    1 year ago

    We are confused about why your executives can still leave their homes without armed security

    • alcoholicorn [comrade/them, doe/deer]
      ·
      edit-2
      1 year ago

      It's wild to me that the executives were able to make hundreds of millions in compensation. Surely nobody thinks these executives are going to raise revenue/cut costs more than the thousands of devs and artists they could hire with those salaries would increase in revenue?

      Are they all fail-children of the board or something?

  • Awoo [she/her]
    ·
    edit-2
    1 year ago

    "We apologise for the backlash, not for our actions."

    • envis10n [he/him]
      ·
      1 year ago

      Just lul. They really just said fuck you to everyone

  • betelgeuse [comrade/them]
    ·
    1 year ago

    I hate this lame PR shit of "We hear you. We're doing a growth. We're working with the community. We're doing outreach. We're doing self-crit."

    You're not on Tumblr in 2014, you're a million-dollar corporation.