

Use of stock icons was also a good choice, as it’s very expensive to produce original ones, although it has been a challenge to find the correct one for each of the abilities & talents. Another little downside is that I die a little bit every time I see another game using the same stock models… Also, although no user complaining about his quality, a few wondered about his style (he’s a bit of a Japanese samurai), but it was more of a background story issue, as they hadn’t read the in-game dialogues. The only real little miss is the 1st boss because he’s too low on poly and his texture is of low quality. Before to do that, I had big doubt about the visual unity of the result : many different styles, would it look silly or even super bad ?Īctually, it didn’t ! Once everything was together inside the same environment with the same lighting, it got a lot smoother and 95% of the enemies looked great. Use of stock assetsĪll enemies in DG are from stock assets.

I already wrote a complete post about the issues I got with it here. It has some serious & annoying flaws, but all in all, it has been great to work with, and a huge time saver. I can’t see how I could have done the game without using the Unity engine.

Development What went right ? Choosing UnityĪlthough it’s obvious afterward, it wasn’t years back, around 2010, when I decided to give it a try. We’ll cut it into 2 parts : 1 for the development, 1 for the marketing & long-term support. Sales have started to dry and memory has started to fade… Post-Mortem Here we go, the time has come for a complete Post-Mortem.
