How Slick Rick will navigate the unity disaster


I would not call myself a unity developer. I have not invested 10+ years in the engine as many others have, Slick Rick is my first time making a game using unity. This being the case I though I'd write an update on how I plan to continue the development.

I will finish making Slick Rick using unity - I'll just come out and say it so you don't have to read the entire post if you don't want to. It will be my first and last game using unity.

The reason I'm not moving the project to another engine is purely selfish: I can't to put the time and effort in to porting what I have when that time can be spent finishing the game. I'm a one man show and porting the game would be the end of it. I need to strike while the iron is hot, so to speak, or I'll run out of momentum and shelf the game forever. I will however start putting some time into learning Godot so I'm more prepared for any future 2d games.

The reason this will be the only game I make in unity is simple: I don't trust them. At all. Not one bit. The decisions of the unity executives are plain idiotic, predatory and erratic. It does not matter how much they apologize or back pedal, I will never trust them. I also do not want to support a company that even tries to implement these types of terms for their users. I realize that these statements sound a bit hollow following the previous paragraph but I am taking a firm stance albeit a delayed one.

I feel bad for all the unity employees who got blindsided by their employer and to all of the developer community: I know this sucks but stay strong and don't let this stop you from creating. In my experience If you already know how to use one engine, learning another will be quicker. It will suck for a while but it'll pass.

How do I know? Anybody remember flash?

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