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This blogpost gives the other point of view: http://www.spacesofplay.com/blog/why-we-built-our-own-tech-for-future-unfolding/ http://www.spacesofplay.com/blog/
by steeleduncan 9y ago
This blogpost gives the other point of view:
http://www.spacesofplay.com/blog/why-we-built-our-own-tech-for-future-unfolding/ http://www.spacesofplay.com/blog/why-we-built-our-own-tech-f...
Essentially that the engine you use can constrain what you create, so write your own.
- thehardsphere 9y agoI've considered a stack like that myself for less exotic looking games. It's nice to know someone who actually has gotten farther than I have is making similar choices and that those choices are working for them. I think the choice boils down to project scope and the relative size and skill of the team. If a game of your scope is already well served by an existing engine, it makes sense to use it. If you have a large team with a particular skill set, it makes sense to cater to their skill set by picking the engine they know. For any other case, rolling your own makes sense, provided you know what the scope of the project is in advance. The common mistake (that maybe the guys in the parent article also made) is that they assume "game engine" is some necessary prerequisite to making games, so they spend time working on all of these technical problems that are not actually their game they want to make.
- Kenji 9y agoThank you for presenting an encouraging counterpoint. I think own game engines can work, but you'll probably have to stick to 2D or 2.5D because 3D introduces such great amounts of additional complexity - and even though 3D is not extremely hard, it's a huge time sink.
- zellyn 9y agoOther games with interesting/different visual “looks” and custom 3D engines are Reset and The Witness.