So being a tools programmer in the game industry is fun, but I'm a little removed from the magic, for better or worse, and I'm starting to feel the itch to program a small hobby game on the side in my copious amounts of non-existing spare time.
I've narrowed it down to Unity or XNA, as C# is my chosen language. (Though I haven't completely written anything else off, I case someone knows of something I missed.)
I'm shooting for a simple turn-based tactical game, which colors my choices a little further.
Unity's Pros/Cons
+In game editor
+GUI editor built in
+my work uses Unity, so it could come in handy for work
+lots of built-in stuff, Physics, Particle Editor -- but these aren't necessary for the game, only if i ever get to the point where i want to make the game pretty would I want to ragdoll a character on death, or whatever.
-Expensive for a pro license (on sale now for $1200?)
-missing features w/o a pro license (like no render to texture, which I planned on using, and some basic geometry call functionality is missing)
-its not actually C#, its mono. (Unity 3 has better support for C# but isn't available yet)
XNA Pro/Cons
+true C#
+cheap pro dev license ($100)
+xbox development for pro license
+more familiar with the dev environment (Visual Studio)
+possible to put upon the 360's indie game listings (pipe dream really)
- less built-in features.
- less support in general
I have more experience with XNA overall, just from past tooling around with it, so that's what I'm currently leaning towards. I think if i was going for a more modern game style, Unity might be better, as it seems like it would be easier to crank out a 3d platformer or FPS with it, but for TBS, I'm not sure its worth the effort, and the dev license price difference is huge, if unity had full coding features I might be more inclined to go that way or if the license was in that more throwaway dollar value.
But I'm curious what other people may think, and what experiences they've had with the two dev platforms.


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