I'm making a "newtonic variant of dwarf fortress", and I am sticking to Blender's game engine. I plan on using the Cython compiler to get my extra-libraries in a decent format, but that's on the far end of the list. (Also my Editor of choice is gedit, and I'm working on a DVORAK vortex pok3r… let's not start a holy war about speed vs. extra keystrokes, ok?)
Aside from that… I've made my concept art in GIMP, and depending on if I get far enough to do actual textures / sprites (AO ftw!), I might enlist Krita or Toonboom.
As for music and sound… once everything else actually works™, I'm confident that a solution for this will come along.
Viewing post in Tell me what you are using! (and if you need help)
Actually, the API is very well documented, but due to the prevalent tutorial-culture, this is often ignored. Also people tend to claim things are "not suported" because they didn't find youtube-tutorials for them. (like realtime IK for example).
https://docs.blender.org/api/2.78b/#game-engine-mo...
Another big problem is that people, attracted by Blender tend to see logic-bricks and fall prey to the Dunning-Kruger effect (and some features are only accessible via the API). I'd claim, it's very much as capable as other engines (I'd consider the editors more powerful, tho), but - very much like using Blender as a video-editor - there are a lot of convenience features missing, that one has to implement first. Of course, if you're comfortable with reading manuals and working with APIs, all that could be considered a bonus to the already decently integrated pipeline. - You could in theory do everything but music without ever leaving blender. (and I'm sure people more inventive than me could use it as a sequencer as well ;) )
Edit: Heck, if you're comfortable with using python's OS library as a bash replacement, you could probably replace a whole desktop environment and most of it's software (save a webbrowser) with just blender. :D