You may be thinking, if there are #FlaxEngine, #O3DE, #Stride3D, #S2ENGINE, and literally dozens of others, where are games? I've tried a bunch of those engines today in a row: it's a minefield.
What common features are there, which aren't, what works and not — it's absolutely unpredictable.
Imagine, that things like the game settings are exceptionally limited; Project creation/deletion may not work from time to time; Or strict folders per file type, turning import process into an hour of guessing and testing.
That's the experience you don't want to have as #IndieDeveloper (there are already enough issues to fix).
Overall, making good #GameEngines isn't about pure technical features or a combination of those, it's how the app provides a meaningful workflow: proper groups of tasks + swiftly shifting between those groups.
Or, in case of the majority of modern engines, fails trying.
What common features are there, which aren't, what works and not — it's absolutely unpredictable.
Imagine, that things like the game settings are exceptionally limited; Project creation/deletion may not work from time to time; Or strict folders per file type, turning import process into an hour of guessing and testing.
That's the experience you don't want to have as #IndieDeveloper (there are already enough issues to fix).
Overall, making good #GameEngines isn't about pure technical features or a combination of those, it's how the app provides a meaningful workflow: proper groups of tasks + swiftly shifting between those groups.
Or, in case of the majority of modern engines, fails trying.
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