Decisions....progress or stick with the old?

Started by Matty, December 27, 2022, 03:02:03

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Matty

Greetings,

Recently I purchased, as a bit of a Christmas gift to myself, a large number of graphical assets from the same author which will all look good together in some kind of fantasy adventure game of sorts.

I have in mind to remake one of my older games - Warlock - which was a 2d browser game, into a 3d overhead view arcade style rpg kind of game. These assets would be close to perfect.

Question is - which tool do I use to develop the game in?

I am familiar enough with Blitz3d that I could very quickly and easily make what I intend to make.  The only downside is that it is a dead language and not really industry standard.

Or - I have a copy of Unity that I was expected to learn for a job interview I had two years ago (I got the job, accepted it and then client requirements changed meaning they no longer needed to hire me). So I know a little bit of Unity and could very easily learn more. Choosing to use Unity for the game would mean I'd be using industry standard tools, and tools that have a future.

But...I've already proven to myself, and others, that I have the capability to learn new tools/code and so on.  I enjoy coding in Blitz3d.  I have all sorts of hesitancies about doing it in Unity which to be honest are largely that I don't really wish to have to learn an entire new tool even if it is more advanced in technology and futureproofed than Blitz3d.

So...decisions, decisions...do I go with the old existing tech that works perfectly well for me and I am familiar with - or do I go with a new tech that will require familiarising myself with how it does things?

To be honest - if I had to leave blitz3d behind, I'd rather use Raylib or some other tool other than Unity or Unreal for this. I have my reservations about a tool that most likely has all sorts of telemetry going back to their main servers about my game - I'm not paranoid about it, but I prefer the idea of creating something with a tool that doesn't talk behind my back to its point of origin.

?

braxtonrivers

I reckon I would have to vote for RayLib but totally up to you

Dan

There is this thing with Unity ... are you going to sell your game ?

Quote
but I prefer the idea of creating something with a tool that doesn't talk behind my back to its point of origin.

It's not only behind your back, but behind every customer/person that you sell/give your game to.
65536 GOTO Back2Basic

Qube

Develop in what ever tool you feel is best for you for the project you are doing. Nothing will make your game better beyond the effort you put into it. Also nothing will make your game playable beyond the passion you put into it.
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Until the next time.

Pfaber11

I  think if you don't feel like or want to learn Unity then pick something you do want to learn.
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Matty

Thanks, I went with Blitz3d and as you can see from my other post - I had something playable built within 48 hours....

Pfaber11

Yeah I wrote my first game in Blitz3D wasn't much but it plays good . I think it's gonna be around for a few more years as I think it's being
rereleased as 3D Blast  .
HP 15s i3 1.2 upto 3.4 ghz 128 gb ssd 16 gb ram 15.6 inch screen. Windows 11 home edition .  2Tb external hard drive dedicated to Linux Mint .
  PureBasic 6 and AppGameKit studio
ASUS Vivo book 15 16gb ram 256gb storage  cpu upto 4.1 ghz

RemiD

#7
QuoteI am familiar enough with Blitz3d that I could very quickly and easily make what I intend to make.  The only downside is that it is a dead language and not really industry standard.

you are not thinking about this the right way, Matty.

Blitz3d is not an ordinary langage to make games, it is about supporting the true message of the god of indie game programming. Blitz3d being its only prophet.

it would be more reasonable to follow the Blitz3d path to be sure that you have a good place in the meta universe.

( just bullshiting a little, sorry ;D )