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	<title>Comments for Intelligent Artifice</title>
	
	<link>http://www.intelligent-artifice.com</link>
	<description>Games &amp; interactive entertainment: design, production, industry and related topics</description>
	<lastBuildDate>Thu, 23 May 2013 23:51:03 +0000</lastBuildDate>
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		<title>Comment on Unity3D for teams of 6 people or more by fluffy</title>
		<link>http://www.intelligent-artifice.com/2013/05/unity3d-for-teams-of-6-people-or-more.html/comment-page-1#comment-6061</link>
		<dc:creator>fluffy</dc:creator>
		<pubDate>Thu, 23 May 2013 23:51:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1346#comment-6061</guid>
		<description><![CDATA[Hm, from your description of the workflow it sounds like you&#039;d be better off using git.

Also, in perforce you can set a client &#039;revertunchanged&#039; which cuts out half of step 5, at least.

But yeah perforce&#039;s checkout-to-edit model doesn&#039;t do it any favors in this situation.  git behaves more like a filesystem snapshot, which makes this sort of workflow MUCH simpler.]]></description>
		<content:encoded><![CDATA[<p>Hm, from your description of the workflow it sounds like you&#8217;d be better off using git.</p>
<p>Also, in perforce you can set a client &#8216;revertunchanged&#8217; which cuts out half of step 5, at least.</p>
<p>But yeah perforce&#8217;s checkout-to-edit model doesn&#8217;t do it any favors in this situation.  git behaves more like a filesystem snapshot, which makes this sort of workflow MUCH simpler.</p>
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		<title>Comment on Unity3D for teams of 6 people or more by Jurie</title>
		<link>http://www.intelligent-artifice.com/2013/05/unity3d-for-teams-of-6-people-or-more.html/comment-page-1#comment-6060</link>
		<dc:creator>Jurie</dc:creator>
		<pubDate>Thu, 23 May 2013 23:20:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1346#comment-6060</guid>
		<description><![CDATA[Come back! Comments are good! :)

Most of the time we didn&#039;t bother trying to fix conflicts - most of the time one of the involved parties was a non-programmer.

It&#039;s human-readable, but not quite human-understandable, especially once the structures get more complex. You&#039;re basically hacking raw Unity data.

Some of the feedback I&#039;ve gotten on Twitter suggests to me we&#039;re not the only ones taking that approach. A friend suggested making smaller changes before checking in, but that already smells of a limiting workaround to me.]]></description>
		<content:encoded><![CDATA[<p>Come back! Comments are good! :)</p>
<p>Most of the time we didn&#8217;t bother trying to fix conflicts &#8211; most of the time one of the involved parties was a non-programmer.</p>
<p>It&#8217;s human-readable, but not quite human-understandable, especially once the structures get more complex. You&#8217;re basically hacking raw Unity data.</p>
<p>Some of the feedback I&#8217;ve gotten on Twitter suggests to me we&#8217;re not the only ones taking that approach. A friend suggested making smaller changes before checking in, but that already smells of a limiting workaround to me.</p>
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		<title>Comment on Unity3D for teams of 6 people or more by bleh</title>
		<link>http://www.intelligent-artifice.com/2013/05/unity3d-for-teams-of-6-people-or-more.html/comment-page-1#comment-6059</link>
		<dc:creator>bleh</dc:creator>
		<pubDate>Thu, 23 May 2013 22:26:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1346#comment-6059</guid>
		<description><![CDATA[Oops. Sorry, you *specifically* addressed how YAML wasn&#039;t actually a big help. Nice reading comprehension on my part there. (Crawls back under rock.)]]></description>
		<content:encoded><![CDATA[<p>Oops. Sorry, you *specifically* addressed how YAML wasn&#8217;t actually a big help. Nice reading comprehension on my part there. (Crawls back under rock.)</p>
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		<title>Comment on Unity3D for teams of 6 people or more by bleh</title>
		<link>http://www.intelligent-artifice.com/2013/05/unity3d-for-teams-of-6-people-or-more.html/comment-page-1#comment-6058</link>
		<dc:creator>bleh</dc:creator>
		<pubDate>Thu, 23 May 2013 22:22:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1346#comment-6058</guid>
		<description><![CDATA[Do you happen to know which asset serialization mode you&#039;re using? You can check this by going to Edit -&gt; Project Settings -&gt; Editor -&gt; Asset Serialization. If you are using text asset serialization, then your .unity scene files, .mat files, etc should all be in plain text YAML format.

Plain text asset serialization mode will not necessarily address the specific issues you&#039;re running into, but it does help reduce the chance of conflicts when e.g. two people check in changes to the same scene file. (The chance of conflicts with binary assets in that case is probably close to 100%.)

Even if there is a conflict, with YAML files you at least have a chance in hell of fixing it without just reverting someone&#039;s work because you can see and resolve the conflicts with a regular text editor. It might just be that one section of the YAML file needs to be moved or a choice has to be made between a some simple numeric values. The files really aren&#039;t that difficult to figure out, especially if you&#039;ve had occasion to use YAML before.

Maybe something to try, if you haven&#039;t already.]]></description>
		<content:encoded><![CDATA[<p>Do you happen to know which asset serialization mode you&#8217;re using? You can check this by going to Edit -&gt; Project Settings -&gt; Editor -&gt; Asset Serialization. If you are using text asset serialization, then your .unity scene files, .mat files, etc should all be in plain text YAML format.</p>
<p>Plain text asset serialization mode will not necessarily address the specific issues you&#8217;re running into, but it does help reduce the chance of conflicts when e.g. two people check in changes to the same scene file. (The chance of conflicts with binary assets in that case is probably close to 100%.)</p>
<p>Even if there is a conflict, with YAML files you at least have a chance in hell of fixing it without just reverting someone&#8217;s work because you can see and resolve the conflicts with a regular text editor. It might just be that one section of the YAML file needs to be moved or a choice has to be made between a some simple numeric values. The files really aren&#8217;t that difficult to figure out, especially if you&#8217;ve had occasion to use YAML before.</p>
<p>Maybe something to try, if you haven&#8217;t already.</p>
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		<title>Comment on Unity3D for teams of 6 people or more by Trevor Fountain</title>
		<link>http://www.intelligent-artifice.com/2013/05/unity3d-for-teams-of-6-people-or-more.html/comment-page-1#comment-6057</link>
		<dc:creator>Trevor Fountain</dc:creator>
		<pubDate>Thu, 23 May 2013 18:04:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1346#comment-6057</guid>
		<description><![CDATA[I will be &lt;em&gt;very&lt;/em&gt; interested to hear what sort of responses you get to this -- we&#039;re fixing to start two Unity projects in parallel, each with a team of 4-6 working off a shared core.

Horror stories like yours make me want to re-think this plan...]]></description>
		<content:encoded><![CDATA[<p>I will be <em>very</em> interested to hear what sort of responses you get to this &#8212; we&#8217;re fixing to start two Unity projects in parallel, each with a team of 4-6 working off a shared core.</p>
<p>Horror stories like yours make me want to re-think this plan&#8230;</p>
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		<title>Comment on Unity3D for teams of 6 people or more by Kent Quirk</title>
		<link>http://www.intelligent-artifice.com/2013/05/unity3d-for-teams-of-6-people-or-more.html/comment-page-1#comment-6056</link>
		<dc:creator>Kent Quirk</dc:creator>
		<pubDate>Thu, 23 May 2013 17:45:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1346#comment-6056</guid>
		<description><![CDATA[Unity is seductive in that it wants to do a lot of things automatically. You need to resist.

I just ended a 2-year project that had 17 engineers working in Unity. Our solution? Don&#039;t do all the things Unity does for free. 

Basically, we built a text-driven system to describe a UI and a UI framework. We built an external asset pipeline and a system for loading assets at runtime. And we built most of our code into DLLs that were built separately. The only thing we actually did in Unity was debug. 

All that stuff with the IDE -- seductive, but doesn&#039;t scale. Neither does Team License.]]></description>
		<content:encoded><![CDATA[<p>Unity is seductive in that it wants to do a lot of things automatically. You need to resist.</p>
<p>I just ended a 2-year project that had 17 engineers working in Unity. Our solution? Don&#8217;t do all the things Unity does for free. </p>
<p>Basically, we built a text-driven system to describe a UI and a UI framework. We built an external asset pipeline and a system for loading assets at runtime. And we built most of our code into DLLs that were built separately. The only thing we actually did in Unity was debug. </p>
<p>All that stuff with the IDE &#8212; seductive, but doesn&#8217;t scale. Neither does Team License.</p>
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		<title>Comment on Unity3D for teams of 6 people or more by Andy Durdin</title>
		<link>http://www.intelligent-artifice.com/2013/05/unity3d-for-teams-of-6-people-or-more.html/comment-page-1#comment-6055</link>
		<dc:creator>Andy Durdin</dc:creator>
		<pubDate>Thu, 23 May 2013 17:33:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1346#comment-6055</guid>
		<description><![CDATA[I can’t speak for using Unity in a team—but I have been using Unity (3.5 mostly, but now 4) with version control and lots of branching. I tend to do exploratory work in several branches, and then merge them together. I&#039;ve been using git, not Perforce.

I never had to quit Unity for things to work; even when checking out other branches, it would reload things sensibly.

When committing changes, &quot;git add -A&quot; picks up all deleted, edited, and newly created files easily, so don&#039;t have to hunt down .meta files in general. On the occasions where I didn’t want to commit everything, I’d selectively add or selectively unstage files before committing.

Merging prefab changes is easier than scenes—changes to them are smaller in scope and they change less often anyway. So I use lots of prefabs for things shared between scenes.

Merging scenes is pretty much impossible. So instead of changing a scene in a branch, I generally create a new one for that branch and make changes to it. When it comes time to merge a branch, I make sure that the bits I want are in a prefab, and I can add that prefab into the master scene. This would kinda work for multiple people too, but it would still be very inconvenient at best.]]></description>
		<content:encoded><![CDATA[<p>I can’t speak for using Unity in a team—but I have been using Unity (3.5 mostly, but now 4) with version control and lots of branching. I tend to do exploratory work in several branches, and then merge them together. I&#8217;ve been using git, not Perforce.</p>
<p>I never had to quit Unity for things to work; even when checking out other branches, it would reload things sensibly.</p>
<p>When committing changes, &#8220;git add -A&#8221; picks up all deleted, edited, and newly created files easily, so don&#8217;t have to hunt down .meta files in general. On the occasions where I didn’t want to commit everything, I’d selectively add or selectively unstage files before committing.</p>
<p>Merging prefab changes is easier than scenes—changes to them are smaller in scope and they change less often anyway. So I use lots of prefabs for things shared between scenes.</p>
<p>Merging scenes is pretty much impossible. So instead of changing a scene in a branch, I generally create a new one for that branch and make changes to it. When it comes time to merge a branch, I make sure that the bits I want are in a prefab, and I can add that prefab into the master scene. This would kinda work for multiple people too, but it would still be very inconvenient at best.</p>
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		<title>Comment on The three most common techniques for telling stories in games by Sik</title>
		<link>http://www.intelligent-artifice.com/2013/02/the-three-most-common-techniques-for-telling-stories-in-games.html/comment-page-1#comment-6048</link>
		<dc:creator>Sik</dc:creator>
		<pubDate>Fri, 17 May 2013 19:04:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1344#comment-6048</guid>
		<description><![CDATA[I know this post is old, but since it&#039;s the newest one as I write this...

The real problem you seem to be talking about doesn&#039;t seem to be the techniques per se, but rather storytelling in general. As long as you&#039;re trying to tell a specific story you&#039;re taking control away from the player. You may be able to let the player control in the order in which things happen and such, but ultimately it&#039;s still all scripted in some way. Let the player control the story and you aren&#039;t telling a story anymore, but rather you&#039;re providing a setting for the player to work with (which also means you&#039;ll need to approach it with a completely different mindset).

Mind you, the techniques you describe still can have their place, especially for games which merely have an excuse plot (i.e. where the plot is there just to justify the gameplay rather than being important). In fact that&#039;s where their use originated. You may use cutscenes or scripted events to give an excuse as to why something happens in a specific way and then let the player move on as usual.]]></description>
		<content:encoded><![CDATA[<p>I know this post is old, but since it&#8217;s the newest one as I write this&#8230;</p>
<p>The real problem you seem to be talking about doesn&#8217;t seem to be the techniques per se, but rather storytelling in general. As long as you&#8217;re trying to tell a specific story you&#8217;re taking control away from the player. You may be able to let the player control in the order in which things happen and such, but ultimately it&#8217;s still all scripted in some way. Let the player control the story and you aren&#8217;t telling a story anymore, but rather you&#8217;re providing a setting for the player to work with (which also means you&#8217;ll need to approach it with a completely different mindset).</p>
<p>Mind you, the techniques you describe still can have their place, especially for games which merely have an excuse plot (i.e. where the plot is there just to justify the gameplay rather than being important). In fact that&#8217;s where their use originated. You may use cutscenes or scripted events to give an excuse as to why something happens in a specific way and then let the player move on as usual.</p>
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		<title>Comment on Andy and Jurie are looking for jobs by Jurie</title>
		<link>http://www.intelligent-artifice.com/2013/01/andy-and-jurie-are-looking-for-jobs.html/comment-page-1#comment-6047</link>
		<dc:creator>Jurie</dc:creator>
		<pubDate>Fri, 17 May 2013 14:05:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1328#comment-6047</guid>
		<description><![CDATA[Hi Pim, I don&#039;t think this matches our skill sets, but many thanks for contacting us.]]></description>
		<content:encoded><![CDATA[<p>Hi Pim, I don&#8217;t think this matches our skill sets, but many thanks for contacting us.</p>
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		<title>Comment on Andy and Jurie are looking for jobs by EpicDome.com</title>
		<link>http://www.intelligent-artifice.com/2013/01/andy-and-jurie-are-looking-for-jobs.html/comment-page-1#comment-5984</link>
		<dc:creator>EpicDome.com</dc:creator>
		<pubDate>Tue, 26 Mar 2013 18:17:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1328#comment-5984</guid>
		<description><![CDATA[Hello,

We&#039;d like to invite you (Jurie and Andy) to visit our site. We&#039;ve launched 20 days ago. 

That means we&#039;re still in the starting phase, and we&#039;ve taken steps to monetize our website. We came by your names due to Twitter suggestions!

We&#039;re in need of enthusiastic, internationally minded programmers who want be part of our tech team our front end developer in innovating our website for an international audience. 

At this moment, we ask for volunteering, open minded people who love the world of audiovisual entertainment. 

We &#039;pay&#039; our visitors and members with cool prizes (or sometimes plain giving a way) like video games and the like. We offer a knowledge sharing community about videogames, e sports and movies (all within the spectrum of audiovisual entertainment). 

We are also Dutch and we also have our minds set to in international stage. Since you&#039;re Dutch and maybe want to set foot in the US, you seem like an interesting party to get into conversation with!

There&#039;s a lot more to be mentioned like the coming Epic Cyber League, an Epic Wiki and more... Please visit us: http://epicdome.com

Kind regards,

Pim Piepers
Executive Creative Director
EpicDome.com]]></description>
		<content:encoded><![CDATA[<p>Hello,</p>
<p>We&#8217;d like to invite you (Jurie and Andy) to visit our site. We&#8217;ve launched 20 days ago. </p>
<p>That means we&#8217;re still in the starting phase, and we&#8217;ve taken steps to monetize our website. We came by your names due to Twitter suggestions!</p>
<p>We&#8217;re in need of enthusiastic, internationally minded programmers who want be part of our tech team our front end developer in innovating our website for an international audience. </p>
<p>At this moment, we ask for volunteering, open minded people who love the world of audiovisual entertainment. </p>
<p>We &#8216;pay&#8217; our visitors and members with cool prizes (or sometimes plain giving a way) like video games and the like. We offer a knowledge sharing community about videogames, e sports and movies (all within the spectrum of audiovisual entertainment). </p>
<p>We are also Dutch and we also have our minds set to in international stage. Since you&#8217;re Dutch and maybe want to set foot in the US, you seem like an interesting party to get into conversation with!</p>
<p>There&#8217;s a lot more to be mentioned like the coming Epic Cyber League, an Epic Wiki and more&#8230; Please visit us: <a href="http://epicdome.com" rel="nofollow">http://epicdome.com</a></p>
<p>Kind regards,</p>
<p>Pim Piepers<br />
Executive Creative Director<br />
EpicDome.com</p>
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