6 ms·
Personally, i don't think the coding part of game development was not a bottleneck. Just try to implement, for example, a hexagon-based isometric game. There a
by marqueewinq 1y ago
Personally, i don't think the coding part of game development was not a bottleneck.
Just try to implement, for example, a hexagon-based isometric game. There are no off-the-shelf implementations -- you'll need to redo the pan / zoom / click controls yourself, you'll need to implement the pathfinding, map layers, interface state machine etc etc etc
This is still not an easy task -- to build a somehow complicated game. If you're building a platformer -- sure, that's doable. Strategy/4X/RPG? That's different.
- 0points 1y ago> Just try to implement, for example, a hexagon-based isometric game. There are no off-the-shelf implementations -- you'll need to redo the pan / zoom / click controls yourself, you'll need to implement the pathfinding, map layers, interface state machine etc etc etc Sure there's off the shelf implementations. Off the top of my head I would suggest starting with evaluating godot 4. They have isometric view, pathfinding, and all of the rest you are mentioning.
- marqueewinq 1y agoSure they do -- but once you introduce at least one custom component (i.e. hexagon map), it's actually not straightforward, how to integrate it with the rest of the controls. I can't say whether it's me who's stupid, or it's just not very easy to make good UI in game engines. I don't say that's not doable of course -- i'm just saying one would need to invest quite a bit of time to work out how to do this.