3 ms·
Any engine is fine; the hard part is getting familiar enough with the framework to execute you vision on it. And developing the ancillary skills (broadly artist
by karpierz 4y ago
Any engine is fine; the hard part is getting familiar enough with the framework to execute you vision on it. And developing the ancillary skills (broadly artistic talent/vision, and familiarity with art tooling) to do so. Or having someone else to outsource that to.
Unity has a much larger community and will have much more in the way of intro tutorials, so I started there.
But regardless of the engine you choose, you'll probably spend the better part of a year building tiny games (like tic-tac-toe -> pong -> breakout -> Tetris -> etc) before you can execute on anything more complicated (like a 3d RTS).
- vvanders 4y agoAny engine can work, there are advantages with choosing engines that people build similar games with. I spent ~6mo "adding" core engine features(LoD streaming, etc) to a UE3 open-world title because most of the games on UE3 at the time were very on-rails shooters. That said I agree 100% with building tiny games in an iterative fashion to understand the engine you're using, or taking a very narrow "vertical slice" to help flush out where the technical or game mechanic issues will be. There's a wealth of good engines out there today where you're building on in some cases literally decades worth of development that can accelerate a lot of the work involved in building a game(and there is a lot of work there).