@jyushimatsu @PurpCat
>the ones that get caught in the game engine autism always get me
like they actually are talented and have motivation, you could probably have them working at a AAA game company but their brain worms are intense and you can't convince them to do something else
wasted potential
Not much anymore, sadly. The internally developed game engine is pretty much dead at this point. Even some subsidiaries at Nintendo are using Unity or Unreal for some games. I wish they would at least compromise and use frameworks like MonoGame or OGRE instead, but I guess it's better for them to use full-blown engines as it makes it easier to reuse assets between games.
@jyushimatsu @PurpCat
>unless they wanted to make an engine for anyone else to use, but i don't see that quite often either it's usually just personal use and then they die
People who write their own engines do so either because they don't want their game to have that samey feel that most games using the same engine have, they want to target older/more obscure platforms, or don't like how bloated most modern engines are. As for allowing others to use their engines, there have been successful and popular engines that were originally used for indie games. Godot comes to mind.
@PurpCat @jyushimatsu I honestly wouldn't recommend targeting obscure platforms unless you are really experienced at creating games. Community is a really important factor when choosing a language, framework, engine, platform, etc.
@PurpCat @jyushimatsu Just use N88-BASIC it's just essentially Microsoft BASIC, even down to having the same graphic APIs.
don't want their game to have that samey feel
Exactly. Engines come with their own limitations and baggage. Getting around those limitations is a similar level of effort as writing an engine. Games that stay within the limits all feel like the same shitty asset flip with shitty combat, clunky movement, and frustrating performance limitations.
I suspect that core parts of the those engines were built in a way that's incompatible with how modern graphics cards work. They then are faced with a decision between the dreaded "refactor" and just building a new engine from scratch. Management, being retarded by definition, almost always chooses the former despite it being the wrong choice.
Fortunately, I started learning graphics development after AZDO techniques were invented for OpenGL. The transition to Vulkan was comparatively painless from a structural standpoint.
The quirks are likely independent of the rendering system. Physics systems have advanced significantly since the early days, but swapping out the system is a low priority for the bean counters. Bug fixes, likewise, are a low priority compared to rushing out a new installment of brown-tinted generic shooter #7.
Baldur's Gate 3 uses an internal engine.
Engines aren't that hard in the grand scheme of writing a game; most of the drive towards 3rd party engines is laziness or incompetence, with predictable results. Remember, the engine's roadmap is likely not your roadmap. Unity asset flips all feel the same because modifying Unity to be a unique game involves similar levels of skill and effort as writing a physics and rendering system yourself.
unless they wanted to make an engine for anyone else to use, but i don't see that quite often either it's usually just personal use and then they die