thekillergreece wrote:Dosedmonkey, I dont know if you are really a 100% effective developer, so do your best to create your own engine...There, we can discuss what kind game type you want later
One you could probably improve your english.
Two, with out knowing what type of game type your going for, how can you create an engine tuned to your project.
Three, lots of game developers, use a previous engine, and adapt the code to produce their own game, lets name some famous ones from Unity and Unreal engines;
Kerbal Space Program,
Dues Ex
Cities in Motion
Space Hulk
Bad Piggies
Fable
BioShock
Transformers: Fall of Cyberton
X-Com
Borderlands
Batman: Arkham City
Gears of War
DC Universe Online
Need For Speed
Tiger Woods PGA Tour
Medal of Honour Airbourne
So thekillergreece, what game are you currently working on as your so helpful? I mean dude you thought RimWorld was made on PA engine. That game uses the Unity engine!! Which is what I'm on about, help on deciding that.
You can't enjoy RimWorld and point that out to me, then tell me later, oh make your own engine, when RimWorld hasn't. /facepalm
Xocrates wrote:Game engines are hugely complex endevours, even simple ones. You should always look into existing engines before setting out to do your own. This is particularly true in this day and age where cheap easy to use engines are pretty easy to find. Heck, Gunpoint, which is one of my favourite games this year was made in Gamemaker (which, btw, may be an interesting option for 2D tile based games).
Ah I love Gunpoint, did not realise that was made by GameMaker.
I have purchased GameSalad before, similar to GameMaker. I find it is great for making mini games, but as for a realistic Tycoon game, I think its workflow/management system would become a bit of a disaster in GameSalad.
After looking at the RTS Engine I posted before, I think it might be easier using that, as it has pathfinding code, which this GameSalad/GameMakers don't have, and also contruction/destruction tools. Once I set up how you can construct and destruct things on that engine. All I would need to do then is concentrate on how the AI behaves, as that is the larger part of these Tycoon/Architect style games as I can work out.
Was thinking about doing Seaport Tycoon, as it'd be a bit more original, and has a lot more options then an Airport Tycoon type game.
The other idea I was having was Power Station Tycoon