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> Making a game engine is a very concrete task, in that you can map out the steps and many of them are well-defined. This doesn't sound right to me. Surely mak
by wingerlang 2y ago
> Making a game engine is a very concrete task, in that you can map out the steps and many of them are well-defined.
This doesn't sound right to me. Surely making an engine has thousands of different choices to make and thousands of rabbit holes to get lost in.
- bitexploder 2y agoThere are just so many good examples. If you get stuck or aren’t sure you at least have safety rails.
- runevault 2y agoSure there are tradeoffs but they still are concrete decisions. Do I care about X or Y more. Making a game fun is a bit of a black art. A little more juice (screen shake/SFX/etc) can make the exact same experience otherwise a lot more fun. An interesting recent example of this for me is playing Witchfire, a 1st person single player extraction shooter that just came to steam in early access. One of the bolt action guns once you level it up makes a bell sound with every headshot that makes it feel incredibly epic, along with the benefits headshots give for that gun.
- consteval 2y agoIn comparison, it's a concrete task. There's pretty much no rules when it comes to making a game. Versus with an engine, you at least have some requirements and guidelines. It's gotta render stuff, do physics, etc. With a game you could literally do anything, and 99.99% of all stuff you can do probably sucks and isn't fun. So you have to really be willing to throw ideas away.