drmelon

all chosters chost chosts

gamedev (snolf romhack) πŸ‰ music πŸ‰ interactive fiction πŸ‰ pyjama elemental πŸ‰ nonbinary pan πŸ‰ πŸ’œ @leafcodes

@drmelon@mastodon.gamedev.place

You must log in to comment.

in reply to @eniko's post:

πŸ˜… I'll be honest I get pretty annoyed with the rhetoric of don't make an engine if you want to make a game. Like what do you actually want to do? What do you want to get out of your work? It quickly devolves into "you'll never make money if you make your own engine" or "you'll never ship anything if you make your own engine" and there's a whole ton of evidence to the contrary.

It's a privilege that I can work on games as a hobby and that it doesn't need to pay my bills.

If I were working on something 40+ hours a week to try and sell and make enough money to live off of. I would likely still be using my own stuff. What I see as the hard parts of making a game are <30% modified by what engine you use.

Simultaneously I've met a lot of people who tell me they are making an engine instead of telling me that they are making a game and that's a bit of a red flag to me as well.

You can make something for making games or you can be making a game with all your own code, and these are suuuuuuper different endeavors.

My philosophy is MAKE A GAME and however you do it and whatever tool you use, if you MADE A GAME then you did it the exact right fucking way.

Oh I totally agree that the sentiment of rolling your own means you'll never finish anything is bogus. I've created a whole framework on top of OpenGL which also transpiled to javascript and shipped Super Bernie World on that for desktop and web and the hardest parts of making games is still making the damn game. Takes 80% of the effort. Plus owning my tech stack I'm super comfortable diving in and making a tweak whenever I need something.

Especially with 2D games people seriously overestimate what percentage of a game is "engine"

Big:yeah:
I just feel so much more comfortable and motivated working and learning with my own code opposed to learning someone else's abstracted processes first.
And for real, it's frustrating how people gloss over the difference between making a generalized program modeled after commercial engines v.s. coding a game and some tools.

you are honestly very powerful and I love reading about all of your work in engines and your mega68k console. I think I’d get very frustrated with it but it is fun to read about what others are doing.