Do you prefer to use a game engine, or build your own?

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Tim Ruswick #1 89 1816

The age old question...do you use existing technolgy and avoid reinventing the wheel? or do you like to dive in and make your wheel perfectly suited to your vehicle? If you like to use engines, which ones? For me, I always like building stuff, so building engines is right up my alley. I like to poke around with engines every once in a while, but They always end up as prototyping tools, and I never seem to finish a game in another engine. Your turn!

15

About the closest thing to an engine I use is a modified GameState Management Sample from microsoft.. Otherwise, I code it all from scratch usually..

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Jimmy Hurstel #50 20 194

I use game engines. I keep my focus on my games instead of on building tools, but I find myself building systems in those engines to make implementation of similar mechanics easier for future projects. I also have a design background so I haven't put too much focus on learning lower level code. I know a handful of scripting and markup languages though and once I step back into Unity I plan on learning C#.

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AffinityChris #58 12 146

We're pretty much right there with Jimmy. We tend to use both Unity and XNA for our projects, which allows for a nice level of tool customization, while allowing us to not have to worry too much about the structural code for getting the engine funcitonal. It helps us get things into shape a lot faster, and with a group full of designers and artists, it's extremely useful for us to get prototyping as soon as possible (and paper prototypes work, but they only work so well for so long).

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Tim Ruswick #1 89 1816

@affinity and @squiggly frog Are you guys worried at all about microsoft discontinuing XNA or the future of Xbox Indie games after the Xbox One launches?

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Since Monogame = XNA, no.. pretty much everything learned with XNA works exactly the same in Monogame.. so Microsoft killing it off actually made XNA better. Because now, it runs on just about any device out there.. Sure, theres a price tag to do so, but its worth it.. ANd yeah, no XBox One publishing without a publisher.. so I skip the xbox and move to other platforms.. :)

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Disturbing13 #73 20 215

I prefer an enige that's already created. My main focus is the artwork so having the coding done for me is a great help.

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RageMunkey24 #23 19 286

I tend to use engines mostly but I would like to try to build one from scratch

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Tim Ruswick #1 89 1816

Its good to see some old FPSC faces And its a great engine! You know...I built a map editor and a complete 2D top down engine from scratch. well...started out as a map editor anyway...ended up turning into a full scale 2D game creator..Ive always wanted to dive back into that but never had the time.

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DanaLovesVidya #69 20 138

The closest I've come to actually making games I've done with engines. I want to know how to build my own engine, but I've also decided that there's no shame in using tools that others have created. Heck, my absolute first try at game design was with RPG Maker for PS1.

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Tim Ruswick #1 89 1816

OMG I totally forgot about that!!! Made my first game with that too!!! Ill never forget how excited I was when I got home from gamestop after randomly stumbling accross RPG Maker. Haha fun times.

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DanaLovesVidya #69 20 138

Yeah I remember opening it on the bus ride home and realizing that I had just purchased a serious piece of software for my Playstation. It must have the thickest book for any console game, ever. I think it was even split into two booklets, if I'm not mistaken. I totally forgot the name of the game I actually played all the way through, but I used to download other people's RPG Maker creations and transfer them to my memory cards with the DexDrive. The one game I played all the way through was amazing in its own right. Wish I could remember the name of it.

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AffinityChris #58 12 146

@Tim, we were disappointed at first about XNA losing support from Microsoft, but ultimately it seems like it would have been foolish for us to expect to get much out of the XBLIG market or hoping that something like it would exist with the XB One. So in the end, we'll still be able to deploy on PC and that's what we really care about the most. Not to mention, it's like @Squigglyfrog mentioned, Monogame opens the doors for a lot of cross platform stuff too, even if we're not planning on using it immediately. But it's good to have options, and that definitely helps relieve some stress on the usefulness of XNA. Though, for the next project I wouldn't be surprised if we move onto another tool, such as Unity. (Sorry for the delayed response) -CWeiss

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Tim Ruswick #1 89 1816

Ive never heard of Monogame, ill have to check that out. I was under the impression it was just dead. Good to hear it stil lhas support!! Unity seems to be getting a ton of attention these days. Still havent messed around with it myself.

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AffinityChris #58 12 146

I honestly think Unity is fantastic. A lot of code-minded people will get frustrated with it simply because of the processes it has set in place, but for people like me that have the mind of a designer / artist, I find it fantastic. Its visual editor make's it really easy to get a project started and prototyped quickly. I am curious to see where Monogame goes over the next few years though. I think it has the potential of really making XNA even more robust, though from what I understand it's still a bit "unrefined". But it's hard to say from personal experience since I haven't really used it. -CWeiss

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yogert96 #39 20 283

I use an engine called Construct 2. I have built my own game from scratch before, but would rather have controlls and physics pre-made for my own use.

15

True XNA is dead essentially.. Monogame is open sourced XNA and far from dead.. literally your xna 3 or 4 game runs with almost no changes in monogame.. Namespaces etc were all preserved.. =D its in active development and has solutions to build for iOS, Android, Mac OS X, Linux, Windows 8 Store Apps, Windows Phone 8, Windows desktop apps, OUYA and last I heard playstation mobile dev was in the works.. I've actually published a couple games on the windows 8 store with monogame.. and working on several more currently.. I plan to port them to iOS, droid, linux and mac as well, just have to come up with the money for the xamarin tools to do so.. Ive tried unity.. construct.. game maker studio.. game salad.. and I keep coming back to the fact that Im a programmer.. lol those gui's and crud just throw me off my game.. I do think however I might use Unity to 'draw' up some 3d scenes and then use those as 2d images in a couple of my projects.. someday.. someday maybe I'll start learning 3d.. and just maybe... find unity useful.. ;)

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AffinityChris #58 12 146

I definitely agree that if you're not making 3D games, Unity can be a little bit of a hassle. We've definitely used it for 2D games plenty of times, but it fights you a heck of a lot less when you're building them to be 3D. -CWeiss

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DanaLovesVidya #69 20 138

Yeah PSM Dev Kit is Mono w/ Playstation libraries built in. I don't know much about XNA yet, but I know PSM uses C# and XNA.

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Statelessrich #30 27 143

I use engines. Coding an engine from scratch would take too much time away from actually making a game, which is what I want to do.

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