if you are an engineer strapped for time, don't disregard using html + canvas + a canvas game library to build your thing. html input layer and javascript glue is a order magnitude more efficient than building a guy in a game engine, so unless you specifically want to push into 3d excellence and require full access to gpu performances and features, it can save a lot of tedious work. I've tried both unity, godot and t…
Did you use a libary or anything like that? Or the API's directly? I love the idea of being able to do more with tools I'm comfortable with :D
first one was bootstrap with a custom theme on the user layer, phaser.js on the rendering layer. The interesting part is I was able to use the phaser render to texture function to have dynamic maps integrated in the html layer, and ship preview in the ship theme selector. I can send you source and everything, the game is basically completed in regards of the original idea I had. you can see it here https://parkedbits.com/Increstellar/ - it's not obfuscated or anything, but the prestige/bonus thing at start is not really implemented in this version
second one is using vue.js for the html frontend with a theme inspired from the NES.css style (but reimplemented as I didn't like their input widgets), with a phaser.js backend because I don't have time to learn two things at a time (vue being the first one). this just has the unit editor and there's no gameplay in sight, but the code is likewise available for inspection (it's just html, no node backend or anithyng, just static files)