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Half-OT: Anyone got pointers to game engines for solo devs? Something to get 2D multiplayer games out of the door quickly.
by k__ 4y ago
Half-OT:
Anyone got pointers to game engines for solo devs?
Something to get 2D multiplayer games out of the door quickly.
- psahgal 4y agoUnity and Godot are the most popular choices, based on my time spent hanging out with other indie developers. If your game is a 2D RPG, RPG Maker is also a great way to get started. You can also use GameMaker if Unity and Godot seem intimidating.
- savanaly 4y agoHard to say without knowing what kind of game you want to make. I would say look to the games you play that inspire you and to which you aspire to make, then look up what engine they use. For instance, I really like Nuclear Throne and might some day try to make something similar. If I did I would use GameMaker since that's what they used and thus it can probably let you do a lot of what I liked about that game with ease, such as the ultra-juicy hit feedback. If on the other hand you like Slime Rancher, well it uses Unity and probably that would be a better choice than GameMaker for that kind of game. I also second Godot though, which is not widely used by many projects but seems awesome to me and totally capable of moving a 2d game out the door quickly.
- Kivutar 4y agoI'm using love2d, which is good if you want to see only code, no graphical interface.
- wsc981 4y agoI also use LÖVE 2D. I like it as well (just use Sublime Text for dev, don’t need IDE), but I would guess it’s slower to get results compared to Unity.
- mephos 4y agoI always love to see Love2d mentioned. Love2d + Lua were my introduction to game programming, and really helped me catch the "bug" for game dev. It's a very great framework for learning the basics but will require extra work for a polished end result. The forums and documentation are a solid place to start! https://love2d.org https://love2d.org
- zerr 4y agoAnother code-only way is Flutter.
- tomtheelder 4y agoIf your priority is shipping it, and it's multiplayer, then Unity 100%. I don't actually really like Unity, but it's definitely battle tested enough to ensure that you can do everything you need with it. GameMaker is a reasonable choice as well, I just wouldn't be as confident with their networking stuff. Would recommend against Godot. In my experience you end up spending more time fighting the engine than developing your game. Just my personal thoughts though, others will have had different experiences.
- qikInNdOutReply 4y agoFor rts games, i recommend the spring-engine. Its kind of date visually, but the core multiplayer tech is rock solid. There is a fresh fork developed by the team behind https://www.beyondallreason.info/ https://www.beyondallreason.info/ and they are working on performance improvements. In addition, you get the whole infrastructure developed by that team for free (Server tech, matchmaking, map editors etc.) Its hyper specialized on RTS though. Dont try to make a jump and run with it. Although they tried: https://www.youtube.com/watch?v=a1D295mRqdE https://www.youtube.com/watch?v=a1D295mRqdE https://www.youtube.com/watch?v=kNGe4KTdVN4 https://www.youtube.com/watch?v=kNGe4KTdVN4 https://www.youtube.com/watch?v=-FnmQUgR5RQ https://www.youtube.com/watch?v=-FnmQUgR5RQ Ludum Dares are pretty hard core engine tests, as in can you iterrate, pivot and check wether its fun quickly. Unwieldy beasts do not survive that.
- jsyedidia 4y agoebitengine is "a dead simple 2D game library for Go". I like it.
- Mikeb85 4y agoGodot, Defold, GameMaker.
- otikik 4y agoLet's set up some expectations first. Games almost never "get out of the door quickly", with very few exceptions. That goes multiple for multiplayer games. What you might be able to produce quickly is prototypes. "A moving rectangle which shoots circles" - kind of thing. That is a super power, don't underestimate it. LÖVE is a nice game engine, I used it a lot in the past, mostly for personal stuff. And released some open source libraries in the process.
- onlyrealcuzzo 4y agoLÖVE is great - but are there any good engines / libraries built on-top of LÖVE that make it easier to create certain 2D games? I.E. A top-down tile-based extension? Ideally just an integration with some existing 2D tile map editor. Or an isometric extension? Or a side-scrolling extension with gravity and parallax and a tile map, etc? When I tried LÖVE years ago, it seemed like there was a little bit of engine-building before you could really start making a game. Like figuring out how to do the rendering and tiling and jumping between scenes/rooms, etc
- otikik 4y agoYou may find some examples in the forum and wiki, but they are community-(un)maintained. There's no guarantees that everything will work and be up-to-date with the most recent versions of the engine (I have not maintained mine, for once). A lot of people are attracted by the minimalism and the DIY approach, but I understand that's not for everyone. If you are looking for a more "batteries included" approach, then probably Unity (with its plugins on the Asset store) would probably be a better fit.
- andrewmcwatters 4y agoSee my post in this thread regarding Planimeter Game Engine 2D. Planimeter ships the largest pure-Lua 2D game engine on GitHub. Features: https://github.com/Planimeter/game-engine-2d#features https://github.com/Planimeter/game-engine-2d#features We integrate with Tiled, and feature multiplayer with client-side prediction out of the box.
- throwaway743 4y agoIf you're looking for something where you don't need to worry about licensing fees and is good for 2D, checkout Godot. The language used is also very close to python syntax which is nice
- andrewmcwatters 4y agoMaybe consider https://github.com/Planimeter/game-engine-2d https://github.com/Planimeter/game-engine-2d? We have multiplayer with client-side prediction out of the box. Example code is included to demonstrate the ease of networking entity fields, and there is an included payload abstraction for creating networked events. You can set the tick rate for your game based on your needs as well. And prediction is robust, supporting exceptional packet loss and smoothing over latency concerns for player movement. Even Godot doesn't support multiplayer networking out of the box: you have to write it yourself.
- meheleventyone 4y agoFWIW Godot has had multiplayer support for a while. Albeit without some of the elements you include built in. https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html https://docs.godotengine.org/en/stable/tutorials/networking/...
- cridenour 4y agoI think Godot 4.0's new multiplayer nodes get closer to what they're promising but even then, you still have to write some code around it to use it. I prefer Godot's approach but it's not as ready to go as they're describing.
- hpx7 4y agoIf you're interested in using web technologies for your game, you may find the framework I've been working on to be interesting: https://docs.hathora.dev/#/ https://docs.hathora.dev/#/ I've had success using it as the backend+networking stack in conjunction with game UI tools like Phaser and Pixi.js.
- 1ark 4y agoCheck out what people are using for Ludum Dare compo.