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Ask HN: Favorite Game Engine?

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Re: Ask HN: Favorite Game Engine?

#31
GZDoom. I know that Doom is an old game, but the GZDoom sourceport has enabled all kinds of cool and crazy mods. Doom is no longer a game but a platform. Because of the mostly 2D nature of the engine, creating maps is so easy that anyone can do it. I think it's extremely fun and accessible.

Re: Ask HN: Favorite Game Engine?

#33

GZDoom. I know that Doom is an old game, but the GZDoom sourceport has enabled all kinds of cool and crazy mods. Doom is no longer a game but a platform. Because of the mostly 2D nature of the engine, creating maps is so easy that anyone can do it. I think it's extremely fun and accessible.

What are some games that a quite different than Doom? E.g., what the best GZDoom roguelike?

Re: Ask HN: Favorite Game Engine?

#34

GZDoom. I know that Doom is an old game, but the GZDoom sourceport has enabled all kinds of cool and crazy mods. Doom is no longer a game but a platform. Because of the mostly 2D nature of the engine, creating maps is so easy that anyone can do it. I think it's extremely fun and accessible.

What are some games that a quite different than Doom? E.g., what the best GZDoom roguelike?

A search for "GZDoom" on Steam will show some different indie games that are using the engine, there are a few interesting ones.

A cursory youtube search brought up this random video with a wide variety of examples: https://www.youtube.com/watch?v=UjnOdDzSxWs

There are also several versions of random level generators for Doom engine maps out there: https://obsidian-level-maker.github.io/

I can't remember the names but there are mods and games out there integrating the random level generators.

Of course the maps are still BSP and therefore somewhat constrained but the level of creativity in the mod community is pretty amazing.

Re: Ask HN: Favorite Game Engine?

#37
post #19

Unpopular opinion: code-first is the best approach (for people who know how to code, ofc). Visual tools have their own quirks and special workflows that creators got to delve into for quite a long time in order to master. Code on the other way is a universal interface that coders already feel confident with and lets ideas turn into playab le prototypes real quick. That said: phaserjs, love2d, pixi.js

It's unpopular for a reason. After using tools like Fusion and spending all my time writing workarounds, I lean towards this.

But can the average person with 10 years of web dev experience finish a sellable game within a year doing code-first?

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