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I've been working on similar productive things (i.e. reading, jogging, projects), to keep out the 'what-ifs'. One of those projects I intend to start soon is bu
by briangray 6y ago
I've been working on similar productive things (i.e. reading, jogging, projects), to keep out the 'what-ifs'. One of those projects I intend to start soon is building a small game. I've come across a lot of discussion about engines, frameworks, and hand-built options. A large majority push for larger engines like Unity or Godot that 'do it all' to focus more on the game and less on what's needed to build it. That seems alright, but being a backend dev, I generally enjoy understanding the full operation and building it out as close to my needs as possible.
What have you used for your smaller games? And what would you recommend for someone with programming experience, but lacking experience in pretty much every other facet of game development?
- qmmmur 6y agoI am a big fan of the Lua LOVE framework. It's all Lua and very minimal boilerplate code. Recently there was a post about a game called BYTEPATH and the developer put up an entire tutorial on how they made the game including hacking into what little required code there was (the main event loop). https://github.com/a327ex/blog/issues/30 https://github.com/a327ex/blog/issues/30 https://love2d.org/ https://love2d.org/
- briangray 6y agoThank you. This looks great.
- vorpalhex 6y agoI have a few text based games which I write in JS so they can be played on the web. I use an off-the-shelf story format (Ink, though Twine is a popular competitor) and otherwise write the engine myself. I've started using Unity for some 2d games (and faux isometric ones) and it's a bit of a blackbox but not as much of one as I thought it would be. Still not a fan of their licensing on the asset store though you can publish packages to git and itch.io without EULA nonsense.