@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.
PC-98 dev at least is just MS-DOS dev on bath salts.