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#ActualJames Leighe

Posted 12 November 2012 - 02:00 AM

Don't, just don't do that. Don't make engines, make games. There are limitations on how flexible and game indipendent an engine can be, that's what the professionals say. You have a hard time not doing a fps with the unreal engine. There are always game related assumptions that sink down to the engine. If you do an engine yourself, you'll see that you can vastly simplify subparts compared to professional engines.

I agree that making an engine is generally a bad idea because it takes so long and can lock you into a specific type of game. But I learned allot doing it and am a much better programmer now at least, so it's not a total waste. Having said that the only major assumption in the engine that probably can't change is that the game is 3D.

I am a bit confused in what you'd like from us. If you have ideas, then write about them. The "game design brains" may help you simplifying your idea and give some feedback.

I'll try and flesh out my ideas a bit on paper and post them here tomorrow.

Yes?! And what do you expect to get for your gameengine? Top notch quality artwork, models and textures? You are a hobbyist. I know you don't like that thought (neither do I), your game probably won't look as good as you have it in your head. You don't have the professional artists that realize your dream.

Oh I realize this for sure, I will probably have to make the assets myself and I'm no master artist. So I need some kind of game where the art assets are simple enough that even I could make them.

You already talk about models as if it is a IEEE normed construct that you need to aquire. You don't know what you are doing, because you don't know what game you want to make, you have no target.

No I was just mentioning them because I was having trouble thinking of a game that requires very light art assets.

It worries me a bit that you wrote about the engine and then a bit about what the engine consumes. A game is more than engine and models, it should be fun, have mechanics, be challenging...

Absolutely! Unfortunately I'm having trouble with that part.

I think you can agree that it's hard to make a game with the constraint of having very light art assets which is why I was mentioning models and whatnot. But in the end yes, whatever game I make will use models of some sort, this is a constraint. I realize that I could use another engine and make a different game but I would like it to be 3D.

Also thank all you guys for your feedback so far!

#3James Leighe

Posted 12 November 2012 - 02:00 AM

Don't, just don't do that. Don't make engines, make games. There are limitations on how flexible and game indipendent an engine can be, that's what the professionals say. You have a hard time not doing a fps with the unreal engine. There are always game related assumptions that sink down to the engine. If you do an engine yourself, you'll see that you can vastly simplify subparts compared to professional engines.

I agree that making an engine is generally a bad idea because it takes so long and can lock you into a specific type of game. But I learned allot doing it and am a much better programmer now at least, so it's not a total waste. Having said that the only major assumption in the engine that probably can't change is that the game is 3D.

I am a bit confused in what you'd like from us. If you have ideas, then write about them. The "game design brains" may help you simplifying your idea and give some feedback.

I'll try and flesh out my ideas a bit on paper and post them here tomorrow.

Yes?! And what do you expect to get for your gameengine? Top notch quality artwork, models and textures? You are a hobbyist. I know you don't like that thought (neither do I), your game probably won't look as good as you have it in your head. You don't have the professional artists that realize your dream.

Oh I realize this for sure, I will probably have to make the assets myself and I'm no master artist. So I need some kind of game where the art assets are simple enough that even I could make them.

You already talk about models as if it is a IEEE normed construct that you need to aquire. You don't know what you are doing, because you don't know what game you want to make, you have no target.

No I was just mentioning them because I was having trouble thinking of a game that requires very light art assets.

It worries me a bit that you wrote about the engine and then a bit about what the engine consumes. A game is more than engine and models, it should be fun, have mechanics, be challenging...

Absolutely! Unfortunately I'm having trouble with that part.

I think you can agree that it's hard to make a game with the constraint of having very light art assets which is why I was mentioning models and whatnot. But in the end yes, whatever game I make will use models of some sort, this is a constraint. I realize that I could use another engine and make a different game but I would like it to be 3D.

Also thank all you guys for your feedback so far!

#2James Leighe

Posted 12 November 2012 - 02:00 AM

Don't, just don't do that. Don't make engines, make games. There are limitations on how flexible and game indipendent an engine can be, that's what the professionals say. You have a hard time not doing a fps with the unreal engine. There are always game related assumptions that sink down to the engine. If you do an engine yourself, you'll see that you can vastly simplify subparts compared to professional engines.

I agree that making an engine is generally a bad idea because it takes so long and can lock you into a specific type of game. But I learned allot doing it and am a much better programmer now at least, so it's not a total waste. Having said that the only major assumption in the engine that probably can't change is that the game is 3D.

I am a bit confused in what you'd like from us. If you have ideas, then write about them. The "game design brains" may help you simplifying your idea and give some feedback.

I'll try and flesh out my ideas a bit on paper and post them here tomorrow.

Yes?! And what do you expect to get for your gameengine? Top notch quality artwork, models and textures? You are a hobbyist. I know you don't like that thought (neither do I), your game probably won't look as good as you have it in your head. You don't have the professional artists that realize your dream.

Oh I realize this for sure, I will probably have to make the assets myself and I'm no master artist. So I need some kind of game where the art assets are simple enough that even I could make them.

You already talk about models as if it is a IEEE normed construct that you need to aquire. You don't know what you are doing, because you don't know what game you want to make, you have no target.

No I was just mentioning them because I was having trouble thinking of a game that requires very light art assets.

It worries me a bit that you wrote about the engine and then a bit about what the engine consumes. A game is more than engine and models, it should be fun, have mechanics, be challenging...

Absolutely! Unfortunately I'm having trouble with that part.

I think you can agree that it's hard to make a game with the constraint of having very light art assets which is why I was mentioning models and whatnot. But in the end yes, whatever game I make will use models of some sort, this is a constraint. I realize that I could use another engine and make a different game but I would like it to be 3D.

#1James Leighe

Posted 12 November 2012 - 01:57 AM

Don't, just don't do that. Don't make engines, make games. There are limitations on how flexible and game indipendent an engine can be, that's what the professionals say. You have a hard time not doing a fps with the unreal engine. There are always game related assumptions that sink down to the engine. If you do an engine yourself, you'll see that you can vastly simplify subparts compared to professional engines.

I agree that making an engine is generally a bad idea because it takes so long and can lock you into a specific type of game. But I learned allot doing it and am a much better programmer now at least, so it's not a total waste. Having said that the only major assumption in the engine that probably can't change is that the game is 3D.

I am a bit confused in what you'd like from us. If you have ideas, then write about them. The "game design brains" may help you simplifying your idea and give some feedback.

I'll try and flesh out my ideas a bit on paper and post them here tomorrow.

Yes?! And what do you expect to get for your gameengine? Top notch quality artwork, models and textures? You are a hobbyist. I know you don't like that thought (neither do I), your game probably won't look as good as you have it in your head. You don't have the professional artists that realize your dream.

Oh I realize this for sure, I will probably have to make the assets myself and I'm no master artist.

You already talk about models as if it is a IEEE normed construct that you need to aquire. You don't know what you are doing, because you don't know what game you want to make, you have no target.

No I was just mentioning them because I was having trouble thinking of a game that requires very light art assets.

It worries me a bit that you wrote about the engine and then a bit about what the engine consumes. A game is more than engine and models, it should be fun, have mechanics, be challenging...

Absolutely! Unfortunately I'm having trouble with that part.

I think you can agree that it's hard to make a game with the constraint of having very light art assets which is why I was mentioning models and whatnot. But in the end yes, whatever game I make will use models of some sort, this is a constraint. I realize that I could use another engine and make a different game but I would like it to be 3D.

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