CLIPS Devlog #7 - Game Engines (Part two)


Introduction

It’s reality check time. I know that in the last devlog, I talked about making my own game engine. It has been some time since that, and I have learned some things. I set a deadline for my self a long time ago (to be revealed), and I must change my decision if it means hitting that deadline. Here, I will talk about how I chose a game engine and started building up my game from scratch.

Decisions, Decisions

There are so many game engines out there, but to ease the decision, I only focused on the big three: Unity, Unreal, and Godot. Let’s start out with Unity. 

Unity is the most popular Game Engine, and has many tutorials that are helpful. However, with its new price situation, I will not choose it. Next is Unreal. Unreal is a powerful game engine, but it requires a strong computer to run. Which… I don’t have. So that leaves Godot. Godot is free and open-source. It has many features and a strong community. That is why I chose it for my game.

Learning Godot

Godot is relatively easy to learn, with its default language begging GD Script, similar to python. I have a lot of experience with python, so that did help. At the time of writing, my project structure has already been built up, and the player can turn around the camera. I am no expert, and still have a long time to go, but progress is happening. After some work, I do recommend the Godot engine, especially for 2D games. It has been a really helpful tool, and I have used it to create some mini projects so far.

Thanks for reading! 

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Comments

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It's always exiting leanings a new game engine!

Yes! I’m having a lot of fun!