Nobody knows how Unity will measure installs. And Unity made it very clear they will not share more details about their "proprietary technology".
It's impossible for gamedevs to contest numbers when Unity is both the judge and jury.
(2/8)
2โฃ "TRUST US, BRO"
If there is anything Unity cannot leverage right now, is trust. Unity has consistently eroded the trust of its user base for over 5 years, showing to be an incredibly unreliable company.
Gigaya & the recent AI dramas show how NO, we cannot trust Unity.
If you're a big fan of FEZ, you might have noticed that to *fully* complete the game, you don't have to complete it to 100%. You have to complete it to 209.3%. ๐
Let's see why. ๐ง๐งต
FEZ monitors the progress with a percentage. That is the number of cubes you need to complete the game.
You need 32 cubes (or anticubes) to unlock the first ending, which gives you 100%.
This unlocks a cutscene so trippy that not even the YouTube compression can keep up.
FEZ "real" ending is achieved by collecting 64 cubes (32 cubes and 32 anticubes).
This leads to 200%, which makes sense as by now most players are effectively on their second run.
This unlocks another cutscene, revealing the multiverse, and that FEZ is likely a simulation.
With so many photo editing tools powered by Generative AI, I think is worth remembering some of the most powerful techniques that do NOT rely on Deep Learning. ๐งฎ
๐งต Let's see how SEAM CARVING works and how we can make it in @unity! ๐
This week I've been replaying Firewatch. ๐ก๏ธ๐ฅ
Despite being 6 years oldโwhich is about 40 in indie game yearsโit has aged gracefully and is still an incredibly enjoyable experience.
And replaying it now, I can see how much love @camposanto has put into its making...
๐งต๐
For me, it's the tiny details that make Firewatch an absolute gem to watch and play.
Like selecting a different number makes your in-game hand move on the lock.
Firewatch is the prefect compromise between being an open-world, exploration game and a more traditional story-driven experience.
@thatJaneNg gave a very interesting talk at GDC about the challenges of designing (and building!) such a space in two years.