Author Topic: Game Design Megathread  (Read 555465 times)

Kingdaro there is no sensible argument that you can make which would lead any reasonable human being to believe that if they are working on a game engine, even if it doesn't innovate anything, that they should stop and work on a game.
And I never implied for anyone to simply drop work on their engines. I just stated that, in my eyes, working on games is much more important than working on game engines.

And they also come in handy if you ever do actually want to make a game.
This is where the problem lies. The reasoning behind my massive two page rant was that, if you actually do want to make a game, to not focus on the engine, but to actually make the game. When creating a game, you should focus more on the game itself more than the inner workings and architecture of the game, and I feel like creating your engine distracts from this.

Game Engine's are great for making for learning about rendering, physics, optimization, etc. Not only are they fun projects but they are extremely educational. Every time I've made an engine I have come away a little smarter.
I agree, like I stated above. There's no problem with making an engine as a hobby and/or 'just to do it', but at the same time, there's no good reason to expect anything to come out of it, other than the experience of making the engine. If that's all you're doing it for, then fine, I guess, but I personally wouldn't waste my time without an actual game coming out of it.

While it is nice making games, there is no reason why it is more important to make games over game engines.
As a person who really loves game development and a passion for video games, I cannot see how the creation of a game engine would be any more important than a game. For those more technologically minded, how a game works will be more important than the game itself, but in the perspective of game development, which is, by the way, the process through which games are made, making an engine beforehand is a waste of time.

And I never implied for anyone to simply drop work on their engines. I just stated that, in my eyes, working on games is much more important than working on game engines.
well, what do you mean by important? because on a resume, I imagine making a game engine would be a much better show of experience than just making a game on a pre-existing engine

well, what do you mean by important? because on a resume, I imagine making a game engine would be a much better show of experience than just making a game on a pre-existing engine

I addressed this:
If you're not going to be a game dev, you shouldn't be making game engines, period. If you are, employers will be much more impressed by many games made in Unity, moreso than some engine you spent a lot of time working on that you never actually used to make a game.

And believe it or not, a lot of commercial games actually use Unity and other popular engines, and hire people who know how to use said engines. They won't hire you because you know how to use an engine you coded yourself, and even if they're somehow impressed at your non-tangible work, you probably wouldn't be using that engine in the future at all, and you'd need to learn how to use something different entirely.



And some good points have been brought up as good reasons to work on engines, and for those of you satisfied with your work and are having fun with it, keep going! I'm sure you're having a fulfiling learning experience.

But.

If you want to make games, if you want to create fun, interactive experiences, do not focus on creating an engine. For the love of god, just make the game.



i waz coding in love2d, but da main menu looks more like a theme mockup for some program rather than a game :o

I addressed this:
I dunno. is making mods for a car, or making an entire car on your own, a better display of your car experience?

That looks really cool, PM.

I dunno. is making mods for a car, or making an entire car on your own, a better display of your car experience?
That's such a broken brown townogy, though, because they're two different things! The bottom line is that employers in the gamedev field (which, again, is defined as the process as which games are made) value games more than engines.

I'll go off on a tangent and say that, regardless, a career in gamedev really, really isn't that great. As much as I'd love to make that my main interest, something like web development is hella more stable and less stressful.

That's such a broken brown townogy, though, because they're two different things! The bottom line is that employers in the gamedev field (which, again, is defined as the process as which games are made) value games more than engines.
still, idk. if it's for a company like Crytek, who makes their own engine(s), that might be exactly what they're looking for

If you're actually being hired to work on a game engine, then you aren't a game developer. You're a game architecture specialist, or similar.

well, it's still in the "gamedev field"
like bioengineering is still part of the medical field, despite being not necessarily directly related to treating humans

But you are not a game developer. You would not be one who works on the creation of a game. You would be working on a tool that others use to create games. It does not count.

this is the most pointless argument I have ever seen

But you are not a game developer. You would not be one who works on the creation of a game. You would be working on a tool that others use to create games. It does not count.
you said "gamedev field," I didn't just add it on my own. I assumed you meant what you said

this is the most pointless argument I have ever seen
It is. It was a discussion, but it sort of went off on a tangent. I apologize.

I actually agree with Kingdaro here. Most people who start from scratch actually seem to have a game in mind; when I made VOLT I was basically making a game (Delvinator) at the same time with it, and I was building it around that game. I can't see how I would be able to assemble the systems required for a good game to work off of if I didn't know what those systems were, or only had a basic idea.

Now that I have VOLT, though, I can use it for any 2D project I work on. Sure, it was originally made for one game, but I can move the code around. A tiled dungeon game and a 2D space game can use the same asset manager, right? And netcode? If so, I've done myself a favor.

I'd rather avoid using pre-built engines. Not only because I don't have to deal with licensing and because I'll know everything there is to my own engine, but there's also a far greater sense of pride I can take in my own work, since I would have done a lot more of it.

Just recently I've been constructing elements of my own framework. I had to quit on that version because DirectSound hates me, but it's been a fun experience, and I learnt so much more about the programming side that I can now apply to my designs, just as the more I learn about design the more I can apply to programming.

So, either way, it's up to how much effort you want to put in, and how much you personally want to value your work.