Not if you aren't a very good coder and you want something that can easily port to pretty much all platforms. Also, unity has the easiest importing of assets ive seen in an engine. Performance problems aren't really Unity's fault, but the iPhones, Unity is pretty powerful (not as powerful as UDK, but its a great engine).
I made some progress today with tilebanks and a first map for the Cmd & Kill 32x32 pixel game The maps are edited in Tiled, I haven't programmed yet a parser for Unity but that will be soon on my todo list to load this map inside unity. Edit: Some rendering and unit movement tests And with gizmos inside Unity
Intro: Chaos Forge ( http://chaosforge.org/ ) is currently in urgent need of a concept artist for an upcomming 3D roguelike game. What is a roguelike? "The roguelike is a sub-genre of role-playing video games, characterized by level randomization, permanent death, and turn-based movement." - Wikipedia Our roguelike will be…
Yea, should have elaborated a bit more on that. Sorry. Blender still has trouble with workflows that involve other 3D software, usually if something needs to be imported into Blender, but Blender > Engine or Blender > Maya, Max or Modo is perfectly fine except those custom normals which you can't even create internally in…
If you guys think Crytek hobbled this together as a knee-jerk reaction to Epic's announcement of UE4, you're kidding yourselves and coming off as rather naive. The zeitgeist of our entire industry - not just us as developers, but the games themselves - are moving in this direction. Games and our tools as a service. It's…