Why are devs not making their own game engines any more?
Everything is unity/unreal.
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Why are devs not making their own game engines any more?
Everything is unity/unreal.
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If your capable enough to make your own engine, alone, you would be much better off getting a job at Unreal or Epic instead of making an indie game that has a chance of falling under the radar.
Why waste money on quality when 90% of consumers will gobble up literal shit with a big enough marketing push?
At this point doing something original would lose you money because most consumers actively dislike being challenged or having to think, they WANT cookie cutter cutscene clickers.
What the frick does this have to do anything?
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because why the frick would you do that
that's like asking "why would you not assemble the entire kitchen when making a cake?"
Most engines are good enough, it's all about smart usage and planning. If your game isnt a AAA western shitslop made by executives fricking everyone in the team then chances are you can organize learning the engine and using it efficiently. Everything is possible in any engine, and of course some things are easier to do in some than others.
Anyone with an ounce of knowledge knows you can make a good unity engine game. The biggest problem Unity has created for themselves is that using the engine for free means you have to advertise you are a unity game. If you pay, you don't have to mention it at all.
there are millions of good unity games that doesn't seen like that much of a con
I don't think most people care about what engine your game uses unless you're obviously using asset store tools to do nearly everything
Yeah, my point is that the low effort asset flip shit all have "Made in Unity" as a part of the boot flow. It just gives the impression that all unity games are shit as when you see it, you know you're in for a shitty time.
unity has a monthly subscription per dev, the free option is for students and amateurs if you are releasing something you have to pay
No, as far as I remember you only need to pay licensing fees if your game makes past an specific amount in profits.
Your first game that will likely only make enough for you to not lose money? You don't need to pay em anything at all
Renovating an entire kitchen costs money. If I was a baker with the cash to spare that enjoys spending my free time making cakes, yeah I would make sure my kitchen is comfortable enough to cook in.
>Most engines are good enough
This is the biggest lie in the industry. Modern programmers are far worse than previous ones, were it not for premade solutions like UE the vast majority of "engineers" would be handicapped.
That new lego starwars got delayed by like 2-3 years because they decided to use a new in-house engine. It is a project in and of itself to build, update and maintain an engine. If you are using Unity and want character movement, it's basically off the shelf and then you modify it to fit your game. A bespoke engine, it could be a month's work to implement a solution and all the fluff around it you can take for granted in Unity.
And that engine is getting shelved for their next game LMAO
It's a schizo/turbo autist job, guy who wrote xash spent like 14 yeah just to start making a new engine
Why reinvent the wheel just to make something that already exists and works?
As engines become more complex more time and energy needs to be expended in order to create them. That takes a great deal of money *in most cases at least*.
Why would you? Do you have any clue how much work there is in rolling your own AAA game engine from scratch? Do you have 5-10 years to knock one out? And if you do, what does it buy you, other than not having to fork over royalties to Epic or israelitenity?
Elden Ring doesn't run on Unity or UE.
Neither does ToTK.
Same for COD:MW2.
And GoW: Ragnarok.
>sequels run on engines that are 5 years to 2 decades old
first party engines are developed to be used for decades by a shitload of different developers, and first party companies make fricking sure their developers know really fricking well how to use them
literally built different
elden ring and muh zelda are GOOD examples of why you don't want unreal/unity standard engines
games are the software, and when an engine is the same between games they FEEL the same, because they essentially are
games are software, and all software feels different
except when the software is the same
>when an engine is the same between games they FEEL the same
it's easy to change the way a game "feels" in the same engine by tweaking a few parameters
Thats true yes.
CoD runs on a hacked to shit version of the Quake 3 engine.
>Elden Ring uses inhouse engine
>runs like absolute shit
funny how that deboonked the whole "custom engine is better for performance" crap
You can't make a better fridge
Purely out of interest,here by chance a person who have worked in aaa studio or all solo devs?
Reddit only has the mental capacity for about 8 words and and "engine" is one of them. morons get ahold of a technical term and suddenly think all the world's problems are related to it.
If i planning to create a DLC content for a mp fps tactical shooter, how many devs would you think it takes?
Because making an in-house engine is unnecessary in most cases while also being more expensive in both time and resources.
How much money are we talking about for the in-house engines?
You need a team for R&D, you need a team for supporting the current build, you need a team that write documentation, you need a team that teach newcomers.
And probably you have a few such engines like ubisoft, and unification is barely possible (frostbite)
sounds nice but if you look at custom engine studios its like 5-10 guys who get to do everything. They dont have the budget to let 100 people work on custom engine. If they smart they might get interns for grunt shit like writing tests but thats it.
You know, are the engines primarily designd toward PC or consoles?
Btw, sidequestion: to understand that better, if (I assume you are somewhat familiar with game companys), several branch studios usually work together on the big aaa games. Do you mean the devs or other employees can exchange information with each other or get advice (it always means ask a lot of questions to expand your knowledge for newcomers)?
I mean, such a communication among each other also binds the collegial together more.
they still do. Ironically most people assume its unreal/unity. You can literally see their faces sap when they have to constantly correct "is it unreal?" you work hard and then people just asume you didnt do it.
>why do people not make their own cars anymore? everything is (insert major car brand)
because there's no reason to reinvent the wheel when someone else has done it already
moron
>i wanna make&sell a car
>just buy and resell 😉
what is VAG
The era of custom engines ended when multyplatform requirement started to be mandatory. You can make an efficient engine for one platform, but for many different? It's insane complexity for a one guy.
modern consoles are just castrated pcs.#
it got easier not harder
they still have their own exclusive apis you need to support
which is still a lot easier than dealing with absolutely different hardware where same algorithm has different performance. Probably nothing beats the ps3 nightmare.
People keep saying that, but then you find out how trash the 360 was to develop for as well. The only thing was memory bottlenecks and where they could occur between the 360 and PS3.
Also by the way, is there a way to have a more direct business influencer with larger developers?
*To do more for better quality and good games.
Is there a resource like this that goes over 2D/pixel rendering instead of 3D?
Pajeetification of the industry.
Games became 3d. no point to reinvent quake when you can use quake code to build on it.
Devs are making their own engines. More devs are making their own engines than ever before. Unity and Unreal just enable a huge amount of people who never could have made games before to make games, so the total number of people making games has increased
the argument against commercial off the self game engines is that it is significantly harder to do things outside the scope of the engine capabilities
an example of that used to be non-Euclidean spaces, which was impossible in the engines at the time.
now, it is integrated, but it still had to be invented outside of the engine before the engine makers could imagine it
>when all you have is a hammer, everything looks like a nail
It took me 2 months to code a Pacman like game on Javascript. Then I found out I'm supposed to just copy someone else's code on the internet and make some minor changes. I don't know how anybody can start from scratch and make their own engine.
I made my engine in javascript, the cost is initial setup time, but the reward is prototyping quickly in a system you know inside and out.
whats the deform based on? Looks like it just stops updating when hitting since there is no wobble when it bounces off.
>wobble
good idea, the deform is just a displacement to outside of any obstacle
Construct 2 is free and easy, I wish there were more tutorials.
I just want to make a beat em up. I can make art and music.
I made what I reflexively refer to as an engine
why dont you build your own car, it'll run better
s t r e a m l i n i n g
because I don't feel like writing 90% boiler plate. there's no point in making your own engine in the current year unless you're reddit.
I'm writing my own engine because it's fun.
I'm writing my own engine because I'm kvlt.
Why waste resources when the end result is going to be a simple casino/walking simulator with in-game shop and battle passes?
basically every studio is now under the "make as much money as possible as quickly as possible" montra so those that do make their own engines would take years and years to get it up and running, when now you can just grab unity or unreal and hire 500 pajeets to make everything then have like 3 white devs in California or austin stitch it together and release a turd with a battlepass stapled to it.
That makes me wonder. Why doesn't a studio just make their own engine on the back burner for a few years while using Unreal or Unity to get by and minimize overhead. To me it seems better in the long term.
Because if the thing isn't making money/being used for games that make money then it's a cost that is perpetual and taking away investor profits. Yes having a dedicated team with its own engine for its own uses is great, but when turnover has become high and some college grads only get basic programming classes/education, making an engine/modifying a custom engine can just not be worth it.
>why do people just drive preassembled cars instead of making their own
gee i don't know, maybe it's completely unnecessary 99% of the time
Very few games require their own engine. They do exist, but most people aren't pushing the limitations of existing software or hardware.
Kinda of a waste of time if people already made the skeleton you need
Indies have no need to reinvent the wheel. AAA games stagnating is because people with billions of dollars refuse to do it too, and they have much less excuse for it