I've been working on Metropolis 1998[1] for +4 years now. Custom C++ engine built with a modified version of SFML 2.5 and SQLite. Creating my own engine was both a personal and strategic decision for me. I was really worried about running into performance issues with generalist engines, and I did not want the friction of working with someone else's mental model. Pretty sure that friction would have caused so much bur…
Curious how long you spent on the "engine" vs just writing the game? Based on the stuff I see on Steam you're pretty far along. I see it's Windows only which makes sense for your goals (and honestly seems very easy to run in a VM.) Was it easier to target and test for a single platform? (Also thanks this is exactly the kind of game I'm into.)
- - Total days - 1631
Engine: 610
Pathing / Roads: 287
Features: 477
Marketing: 45
Burnout: 130
Other: 82
The game engine is cross-platform ready, but as a solo dev I'm just targeting Windows for now.You're welcome!