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Make your own engine, painful sometimes but fun :)

Are you actually making an engine, as in you create an engine and put your game on top of it, or are you creating both at the same time, intertwined, so there is no clear distinction between engine and project?

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That's indeed a good point, there are people not making engines and building their games on top of APIs directly and there are people actually making the engine. I'm the latter, I'm an engine programmer for a living, I really love doing low level backend stuff, specially gpu related. 

I call it Fear Engine and it also has an Editor, so in practice, it's actually 3 projects: Fear Engine, Fear Editor and Game, both Editor and game are served by the engine in all backend related needs such as physics and 3D rendering. Game was also generated by the Editor making it the highest level project of them all. The Editor, uses a special build config of Fear Engine that allows for run-time profiling in exchange of performance, since in editor we care more about debugging than actual performance, while the opposite applies to the game itself). After I'm done working in the editor I "(re-)export the game", which means packing all assets and shaders into optimized data format for an actual stage run in game (it's like the "Package project"option in Unreal).

it's no simple task, the current engine I'm making & using I began development 5 years ago, but for me it's worth it for the freedom, lightweight and control :) 

I'm still improving it and fixing bugs along the way, but it's now stable enough to take less than 10% of my time in my current game I'm developing: https://itch.io/t/2661175/shine-project

Cool. It seems there is a market opening up for 3d engines ;-)

There are lots of 2d stuff, but engines sporting any type of 3d are few.

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Yes, that's one potential future project I have in mind, some sort of 3D ___ Maker, it would be for a specific game genre since opening up the umbrella too much will have me killed  :D

This is actually quite impressive. If you publish the editor/engine beside your game when you release it, you can encourage modding and for someone else to do this whole journey after. So long as you don't act like Nintendo!

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Thanks brother! Yes I do have that planned, it's too soon to actually implement it, but I do plan to allow for modding (if the game grows popular) and that will definitely include the Editor. 

I share the same opinion as you have about Nintendo, I'm just an indie dev. with an indie mentality so as to share the IP (as a fair use) and allow for the community to mod and create over the game, seeing people modding a game I did would be like a dream coming reality :D

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Well, ya should anyway mate. I'm a dev myself, though my stuff won't get published due to my inadequacy in understanding 3D. XD
And if you do a proper Sonic game, Sega would take you under their wing; I've seen Nintendo go after dev.'s even remotely touching an I.P. of theirs from years upon years ago: If there is another gaming crash, they would not last.

To correct myself; they would survive like last time, but if there's no competition with the exception of the indies, then folks may go to the indie dev's as a cheaper source of entertainment for games that give more for their small budget's like the editor you should try to publish beside your project, should being my keyword but it's your game, not mine, so do what you will.

Well, good luck to ya! I'll keep tabs on your project!

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That's true, besides being too early to do this, I do have plans to publish the game's editor in future, I'm still working on it because the game is just 15% complete so there's not much to edit in the editor, at some point it will become meaningful enough to make it suitable for modding, at that point I'll definitely release it.

I'll be glad if you keep tabs on my project, I post updates around every 10 days