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Report: Telltale is changing to Unity for future projects

Fbh

Member
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After 14 years and 34 games, Telltale Games is apparently dropping its Telltale Tool engine in favor of the widely-used Unity engine.

Multiple sources have told Variety that Telltale Tool is on the way out. Its last outing will be The Walking Dead: The Final Season, set to release its first episode on August 14. After this, the first game to use the Unity Engine will be Telltale's Stranger Things project.

A change of engine (or improvement of their current one) is IMO long overdue. But I'm not too sure about Unity, there's just plenty of games with that engine that have optimisation issues, specially on consoles, and Telltale itself doesn't have a good track record about caring for such things.
But hopefully things turn out for the best

Source
 
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Going from a proprietary engine that runs like shit, to a licensed one notorious for running like shit. Should be good.
 
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If they can improve their animations and scene transitions, I will be happy. They are notoriously bad, even for the newer titles. Feels way too clunky.
 
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A change of engine (or improvement of their current one) is IMO long overdue. But I'm not too sure about Unity, there's just plenty of games with that engine that have optimisation issues, specially on consoles, and Telltale itself doesn't have a good track record about caring for such things.
But hopefully things turn out for the best

Source
I read about this before. And it makes sense for them. Although they did move TTool to a PBR based pipeline/workflow with Guardians of the Galaxy, it might very well be that not much more improvements could be expected without reworking most engine systems. Things Telltale does not have the time for, and it would also affect its multiplatform versatility it is known for. So in that sense, looking for an alternative is logical.

Picking Unity over Unreal also makes more sense: Unity does have lower system requirements and targets even more platforms than Unreal does, and Telltale is one of those few developers that do support legacy platforms for quite some time. So from my POV, this move is nothing but logical.
Going from a proprietary engine that runs like shit, to a licensed one notorious for running like shit. Should be good.
That narrative is a bit stale right now. Every Unity Engine up to version 5 had, among other issues, an absolutely ancient garbage collector that severely plagued all the platforms Unity was on. However, starting from Unity 5, these are less of an issue and the game engine has been much more performant in general. That stigma should not exist anymore.
Always wondered why these guys don't use a real engine. Imagine what they could accomplish on the Unreal platform.
Telltale Tool is very much a real engine. What is your idea of a real engine? Because i feel this kind of phrasing discredits those who worked hard on said engine. Creating and maintaining an engine is a huge task, something that deserves more credit for. Just because one sees an image on screen means that behind the screens, dozens of lines of code are at work to create that screen, with that shader, with that screenspace effect, all in 33.3 or 16.6 milliseconds.
 
Article mentions The Wolf Among Us Season 2, glad to hear that project is still (hopefully) alive.
 
Every Unity Engine up to version 5 had, among other issues, an absolutely ancient garbage collector that severely plagued all the platforms Unity was on.

My favorite issue was foreach loops. They would cause an insane amounts of garbage collection due to a bug. Each loop would force something related to the enumerable to be wrapped up into a new object behind the scenes.
 
Could have easily used UE4.
Higher minimum reqs (Although UE4 does support DX10) and less platform support. But Unity today is pretty close to UE4 in terms of visuals though :)

My favorite issue was foreach loops. They would cause an insane amounts of garbage collection due to a bug. Each loop would force something related to the enumerable to be wrapped up into a new object behind the scenes.
Especially some late-gen ports on last-gen were funny, like Zombeer PS3. I recall that had terrible performance. But Ziggurat, the Hexen crawler, came to Wii U and its supposely a decent port, aside from using Unity 4 (i believe).

I really should make a thread on these forgotten ports. (Wishes threadmaking rights) :P
 
Life is Strange Before the storm uses unity and it looks good on Xbox one x..anything is better than the telltale tool junk, runs like shit on anything.
 
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Well, that is long overdue. Understandable that it has taken this long with all the projects they've had going on.
 
Hope it helps.

I quit playing their stuff years ago due to all the bugs in multiple games like audio stutters and poor lip syncing, even character models failing to load in cutscenes.

It sucked seeing them get gushing reviews from websites and get all kinds of licenses with their shitty engine. They were like the funko pops of gaming.
 
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I read about this before. And it makes sense for them. Although they did move TTool to a PBR based pipeline/workflow with Guardians of the Galaxy, it might very well be that not much more improvements could be expected without reworking most engine systems. Things Telltale does not have the time for, and it would also affect its multiplatform versatility it is known for. So in that sense, looking for an alternative is logical.

Picking Unity over Unreal also makes more sense: Unity does have lower system requirements and targets even more platforms than Unreal does, and Telltale is one of those few developers that do support legacy platforms for quite some time. So from my POV, this move is nothing but logical.

That narrative is a bit stale right now. Every Unity Engine up to version 5 had, among other issues, an absolutely ancient garbage collector that severely plagued all the platforms Unity was on. However, starting from Unity 5, these are less of an issue and the game engine has been much more performant in general. That stigma should not exist anymore.

Telltale Tool is very much a real engine. What is your idea of a real engine? Because i feel this kind of phrasing discredits those who worked hard on said engine. Creating and maintaining an engine is a huge task, something that deserves more credit for. Just because one sees an image on screen means that behind the screens, dozens of lines of code are at work to create that screen, with that shader, with that screenspace effect, all in 33.3 or 16.6 milliseconds.
Telltale's engine is straight trash. I am surprised you can't tell. From a coding/modeling perspective you can see so many of the issues with the engine. It is literal garbage.
 
Long overdue. Newest iteration of Unity should help them immensely and provide a better presentation to boot.
 
That narrative is a bit stale right now. Every Unity Engine up to version 5 had, among other issues, an absolutely ancient garbage collector that severely plagued all the platforms Unity was on. However, starting from Unity 5, these are less of an issue and the game engine has been much more performant in general. That stigma should not exist anymore..
That may be true and I have played Unity games that run great, so I have no doubt the engine can be utilized well, but I am going to take a wait and see approach as to whether TT can put out a technically competent game.
 
Going from a proprietary engine that runs like shit, to a licensed one notorious for running like shit. Should be good.

I don't think there is anything really wrong with unity, you just see a lot of less experienced people use it and in turn get bad results. There are plenty of good examples for unity too.
 
Going from a proprietary engine that runs like shit, to a licensed one notorious for running like shit. Should be good.

Unity is capable of running well, it's also used by a bunch of scrappy little companies for the licence structure that aren't as optimized as they could be.

I'm hopeful this is still a net positive from Telltales shitty engine. I loved TWAU but didn't want to keep rewarding them until they fixed the engine, and it seems season 2 will use the new engine.
 
Given how Telltale games have never been about graphic prowesses rather relying on their cell-shaded stylisation, I see no problem in them using Unity.

Plus I'm starting to think that UE4 has been stalling with so much mess, inefficiency and all that for performance that haven't evolved much...yeah I now consider that Unity is on the same scale as UE4.
 
Telltale's engine is straight trash. I am surprised you can't tell.
I totally can tell, i am just not using the words you chose. It has severe performance problems, but, i reckon one of the reasons why Telltale stuck by it is that it has support for so many platforms.

From a coding/modeling perspective you can see so many of the issues with the engine. It is literal garbage.
A problematic engine still is a real engine. ;)

That may be true and I have played Unity games that run great, so I have no doubt the engine can be utilized well, but I am going to take a wait and see approach as to whether TT can put out a technically competent game.
The work tool is only as good as the workers using the tool :)
 
Life is Strange Before the storm uses unity and it looks good on Xbox one x..anything is better than the telltale tool junk, runs like shit on anything.

Weird, they use Unity for LIS; BTS? LIS used Unreal 3 according to the wiki. I'm surprised that Deck Nine used a different engine entirely.

Anyhow, good to see Telltale stepping up. I like their games, but even with the improvements they've managed over time, that engine tech of theirs just isn't cutting it.
 
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If only the other TT would change game engine too (Traveller's Tales). I'm so tired of buggy lego games with random crashes.
 
If only the other TT would change game engine too (Traveller's Tales). I'm so tired of buggy lego games with random crashes.
They need to change their formula while their at it. How much of the same mindless gameplay can people take?
 
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