This is an interesting read, specially coming from someone who already makes games, I imagine the industry will be moving on that direction, actually that’s good having human validation on the whole process.
But people willing to learn or start their own games, I would say tools like Pico-8 (more visuals, but coding) or Love2D (pure coding) are the best to understand what’s under the hood and then be able to Jump into coding and AI.
I'm currently learning how to make games with Rust/Macroquad. And as much as I appreciate it, I'm thinking about jumping to Lua. Rust's main advantage (security and speed) is also its disadvantage (so much syntax to write sometimes, just to access an item in a vector). And given that I want to hop on the AI in coding, I was thinking about jumping ship and trying Love2D. And now I'm terrified of Lua's insecurity with types and so on (although Lua can open doors to Playdate or other places like that). Damn, what a trade-off to think about.
Actually, think about Lua not only as a extended language on gamedev, but as a scripting language that you can use ad-hoc on top of your main language.
Tools like Love2D, Pico-8 or the recent Picotron are my sources of motivation to understand Lua and play with it in a smaller sandbox.
Unreal Engine is pushing its blueprints pretty hard so it's actually harder to find examples and tutorials for doing things in C++ purely, but the bigger the game and the less Indie the developer the more of it ends up being in c++.
You can totally make your game in C sharp and use the unity assemblies as types and a framework. How much you want to use the editor Beyond just packaging it is up to you. I have seen games and worked with mods for them with such a minimal approach.
This is an interesting read, specially coming from someone who already makes games, I imagine the industry will be moving on that direction, actually that’s good having human validation on the whole process.
But people willing to learn or start their own games, I would say tools like Pico-8 (more visuals, but coding) or Love2D (pure coding) are the best to understand what’s under the hood and then be able to Jump into coding and AI.
I'm currently learning how to make games with Rust/Macroquad. And as much as I appreciate it, I'm thinking about jumping to Lua. Rust's main advantage (security and speed) is also its disadvantage (so much syntax to write sometimes, just to access an item in a vector). And given that I want to hop on the AI in coding, I was thinking about jumping ship and trying Love2D. And now I'm terrified of Lua's insecurity with types and so on (although Lua can open doors to Playdate or other places like that). Damn, what a trade-off to think about.
Actually, think about Lua not only as a extended language on gamedev, but as a scripting language that you can use ad-hoc on top of your main language.
Tools like Love2D, Pico-8 or the recent Picotron are my sources of motivation to understand Lua and play with it in a smaller sandbox.
Definitely, the deeper I dive into Lua and learn of metatables, and the prototype inheritance OOP the more WTFs I throw :D
So definitely scripting language :D
Unreal Engine is pushing its blueprints pretty hard so it's actually harder to find examples and tutorials for doing things in C++ purely, but the bigger the game and the less Indie the developer the more of it ends up being in c++.
I think it's understandable - code is much easier to maintain than diagrams (doesn't matter if it's BluePrint or documentation).
For me, BluePrint still requires not becoming overwhelmed by the engine's UI ;-)
Oh, and actually running Unreal Engine on my laptop ;-)
You can totally make your game in C sharp and use the unity assemblies as types and a framework. How much you want to use the editor Beyond just packaging it is up to you. I have seen games and worked with mods for them with such a minimal approach.
That is an interesting twist!