Thursday, December 31, 2020

Criteria and priority

I was reading through that article again, at 23 Recommended 3D Game Engines (Updated) (worldofleveldesign.com).

The author listed criteria...

Criteria used to include a 3D game engine in this list were:

  • Available to download
  • Affordable, free (easy access) or open source
  • I have used it myself and recommend

... and I realized I should probably have some criterial as well.  My criteria are:

  • Available to download.
  • Affordable or free.
  • Ability to change source code or add custom, low-level features (for the weird gameplay mechanic I have in mind).  If I can implement the gameplay mechanic without modifying source, then that's fine.
  • Ability to store and retrieve game data (volatile and static).  I don't think I care about the data storage, though AWS or Azure would be nice.
  • Ability to allow for the usual MMORPG features.  Ie,
    • Chat and chat options (safe, filtered, and unrestricted).
    • Purchasing gear, or perhaps server space, or subscription, or whatever I decide on later.
    • Dungeon instances.
    • Inventory.
    • Playing with other people.
    • Grouping.
    • Etc.
My priority with this whole endeavor is to actually make my game, but a close second priority is to experience multiple engines and be able to speak to their suitability from the perspective of actual experience.  I read through some more articles on World of Level Design - Tutorials for Becoming the Best Level Designer and Game Environment Artist, and I realized, this guy has already done this--learning multiple engines and speaking to their suitability.  He did it to become a great level designer and write for his website.  I'll be doing it to make one specific game and code the weird mechanic.

In my game, the priority of the game features are as follows:
  1. Code and make functional my weird gameplay mechanic.  This is my highest priority because it can be stand-alone, and gives me coding experience, and might make a worthy game.
  2. Create an immersive world that is based on the Raksuran novels by the amazing Martha Wells.  (She long ago gave me permission, as long as I didn't publish anything publicly until she got to see it and give further permission.)  This is second priority because it'll take the most tedious work.  But it's nice to have the background story and world rules already specified--by the novels.
  3. Include the Emeralda story somehow, maybe for solo questing or just for play-learning.  (This might not make sense to anyone but me, but that's ok for now.)  This kinda requires #2.

Monday, November 23, 2020

New Inspiration to Start Again

Owing to years of talk therapy, recent effective health treatments, and the free time afforded by having no stinking job (thanks, covid-19), I have some new inspiration that's making me want to start again.

I've gotten loose permission to base the game in Martha Wells's Three Worlds.  I can't make it public til she gives the go-ahead.  So, I should make sure I can flip a switch and change the location/appearance.

I've got an interesting idea for gameplay.  But also, I want to weave print-making into the story.  If I can't make the gameplay work, it'll just be another MORG, but I'll put in real herbalism.

I found a cool (though old) article comparing game engines.  I wanna move slowly, comparing the top three that I choose--probably Unreal, Unity, and Source.  Something is blocking me from choosing CryEngine.  Probably something silly.

https://worldofleveldesign.com/categories/level_design_tutorials/recommended-game-engines.php


It warmed my heart to see Torque3D there.  I LOVED that game engine, and I loved writing the tutorial they published back in 2012.  I wonder what became of that.  Looks like the engine is open source now, under MIT license.  Hmmmmmmmmmm.  Their networking code (for multiplayer services) was ahead of the other game engines at the time.

Maybe I should start with, like, 5 game engines, and then let 2 drop off over time, based on the ease of use.

Man, there's so much to learn.  I've just gotta remember--I don't have to know everything before I need to know it.  I can learn JIT.  :D


Update:  12/31/2020

I just spent an hour online, chatting with old friends and co-workers from a game company I worked for a few years ago.  The consensus seems to be: 

  • Unity
  • Unreal
  • Source
  • CryEngine/Lumberyard
  • Torque3D
  • Godot
I hadn't heard of Godot before, but this comment had me putting it on my list, "Chances are if you like the Node based approach to game development, you will love Godot".  Not sure I'm familiar with the "node" context, but I'm excited to learn about it.

One person thought I would come to eliminate all but Unreal fairly quickly.  :)  Some also said the proprietary engine we all worked on would be choice #1, and I agree, but unfortunately I can't use that.  :(

Some interesting aspects were brought up which might effect my list, like target audience (ie, GameMaker isn't really for AAA game makers, but has been used as such), and track record for publishing (ie, Lumberyard, or rather Amazon, has had some challenges when trying to publish a game that they eventually cancelled altogether).  Sounds like I need to keep my ears open for game and game engine news while I do this.