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marcjoel

Game Engine with Virtual Machine + Game Script Compiler + IDE

7 posts in this topic

Hi to all! First of all, I would like to introduce myself. I'm Marc, a game developer since 2009. I have made my own 2d game engine(not like game maker that has its own scripting and editor) using C++ and directx 9/openAL.

Now, what my plan is to make my own Compiler that compiles my own scripting language that accesses my game engine. Those scripts are written in my own IDE which can directly run the compiler and launch the game.

My current purpose here is to help my friends(game designers) to make games they design without learning C++. BUT there are game engine there that is far better than mine(i.e. mine is only for 2d). So what features can I add or should I say, what can be the selling point of this package I'm planning on. Since developing these stuffs will eat lots of my time and effort and I don't want to reach the end and tell myself, "wow! I wasted all that time and effort for this crap! and there's no way this can compete with others".

What do you think guys?
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These days there is almost no way to earn money with development tools except you have a high reputation and a very good established product, like the UnrealEngine (and you can even a get community license for free).
[i]People expect everything to be free on the internet.[/i]
I don't know your developer's quality, but there is actually no way a single person can develop a quality product consisting of a game engine plus virtual machine plus script compiler plus IDE before retiring...
For example, it took many years for the Java VM to reach the current status performance wise.
There would be many games needed to actually evolve the product into the right direction. But who wants to be the test person ?

I don't want to discourage you, but you can still do for fun (and benefit from learning a lot) without monetary payback expectations.
Or just develop games.
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I actually made the game engine though it needs some adjustments and tweaking. as for the ide and vm, not yet. as well as the compiler. Yes I agree with you that it's hard to sell tools today. But do you think I can at least manage to build a community(considering I give it for free) and use it for my upcoming games? You know, the advertising and marketing stuffs. It will be easier to announce games to the audience if I have a community right? hmmmm..
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[quote name='marcjoel' timestamp='1332485504' post='4924541']
Hi to all! First of all, I would like to introduce myself. I'm Marc, a game developer since 2009. I have made my own 2d game engine(not like game maker that has its own scripting and editor) using C++ and directx 9/openAL.

Now, what my plan is to make my own Compiler that compiles my own scripting language that accesses my game engine. Those scripts are written in my own IDE which can directly run the compiler and launch the game.[/quote]I strongly suggest against that. My "engine" evolved out of several failing projects. To protect me from the cost of repeated failure, I had to invest in reuse. Its internal scripting system became more and more bloated. I still have to rip the benefits.
Please take notice I had a good reason to use the internal scripting instead of using python or lua. There also was some interest in experimenting with this (say 10%). Do you have any good reason to? Do you want to do it as learning experience?
I admit saying you invented a language which [b]can do things[/b] sounds awesome in CV. But it didn't land me a single contract so far.
[quote name='marcjoel' timestamp='1332485504' post='4924541']
I actually made the game engine though it needs some adjustments and tweaking. as for the ide and vm, not yet. as well as the compiler. Yes I agree with you that it's hard to sell tools today. But do you think I can at least manage to build a community(considering I give it for free) and use it for my upcoming games? You know, the advertising and marketing stuffs. It will be easier to announce games to the audience if I have a community right? hmmmm.. [/quote]Sorry Marc, I just want to help you being realistic. Your engine will be adjusted and tweaked... for the next few years at the very least. The VM alone took me about 6 months if memory serves. The first compiler took me a month I guess and through several revision it probably eaten another 6 months alone. Don't even get me started on the IDE, which development has caused me to admit to myself my windowing system was a mess - therefore being deprecated. It has been deprecated for like 12 months and still no chance a replacement will be available any time soon.

How can you build a community with an engine? You don't. There's not enough audience. Really. You build a community around products! Finished products. IF they are successful enough.
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it is a cool thing to do if you are doing it for fun. If you REALLY want to help your user, just use existing solutions such as Mono, this should give your user the ability to develop with a huge range of programming languages.
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Ahh I see you point. I'm just wondering how this "KonsolScript" got its community? Im not being sarcastic here, I'm sorry. It's just that I'm not good in english.

Anyways, hmmmm.. So you're telling me that there are no other benefits here aside from just learning to make one? Are there still any other options?
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If you got a game engine, make a game with it that attracts people. Then you might build up a community. Not vice versa. First of all, people join a "community" to benefit from it, not of pure altruism.

As for IDE, scripting and VMs:
We have VisualStudio, Eclipse, virtual machines of .net and the Java platform, many scripting languages
There is really no place for new products. Except you have a marketing power like Google. But then, still nothing would be guaranteed.

As for game engines: I am personally not interested in a complete engine neither, but in dedicated domain specific libraries and tools, like for path finding, lighting, physics, input, network (again, you get all this for free already)
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