Water has a prefab: https://docs.unity3d.com/2019.1/Documentation/Manual/HOWTO-W...
Tiling is standard for Terrain Layers: https://docs.unity3d.com/2019.1/Documentation/Manual/class-T...
Syncing animation and movement could be solved using root motion: https://docs.unity3d.com/Manual/RootMotion.html
Etc.
And then there's whole starter packs for all kinds of genres that include solutions for all these as well.
IMHO the two major players have you covered quite well ¯\_(ツ)_/¯
It'd be nice to be able to create a character and just attach preset behaviors: walk like Dota, add jump, etc
Then I can focus 80% on game design and 20% on development, this way I can know upfront if my game is worth polishing and customizing those presets
Use place holders for everything
I agree with the sister comment to parent that suggested something like Game Maker. Those tools are simpler and more usable out the box than game engines.
If you want the feeling of completing a simple game as you go, and seeing your (near-)final implementations of elements as you hammer them out -- that's fine as a learning exercise. It will probably be inefficient (as you may change you mind about things later on that you already spent a bunch of time implementing/polishing), but it can be a cool way to learn. However, for that, you may run into what some other comments are saying: you'll have to figure a lot of custom stuff out as you go.
Edit: There's a good series[0] where a game critic / indie game dev makes 12 games in 12 months. He uses Game Maker Studio 2 and the episodes go back and forth between concept/design and execution.
[0] https://www.escapistmagazine.com/v2/category/v2/yahtzees-dev...
You can already do this via the Unity asset store.
But I'm guessing in addition to having your dream engine/working environment, you also don't want to pay a dime for it.
They do say you get what you pay for.
> But I'm guessing in addition to having your dream engine/working environment, you also don't want to pay a dime for it.
Before Unity came out the same could be said about people wanting a more accessible engine, no?
I'm fine with Unity's and Unreal's pricing models, I just want a more creator friendly game editor that isn't Roblox
https://assetstore.unity.com/packages/3d/characters/moba-mov...
Come on, man.
By example, grab two successful games that are considered to be in the same genre - say, Counter-Strike Global Offensive and Call of Duty - and compare them on a single, "basic" feature like character movement. There are actually massive differences in how they feel and play, and it goes much deeper than just tweaking some settings on a customizable character controller asset.
It's easy to take stuff like this for granted and just assume the implementation is simple. In reality it is much more complex than that, and many of the differences that seem subtle may actually be much greater when it comes to design and programming.
* Animation sync with movement in unreal is done either by embedding root motion into your animations or just trying to use a blendspace to make movement animation fluidly transition with your speed.
* Movement is customized for basic characters via the character movement controller component.
* Water is a hard problem but the basic ue4 water implementation is good: https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/Wate...
* Top down view is just a camera facing down
For instance, take a tutorial like this and understand 100% of everything going on:
https://learn.unity.com/project/bolt-platformer-tutorial
Visual scripting in Unity or Unreal, combined with asset store packages, can get you very far. A buddy of mine shipped a game on Steam built entirely in PlayMaker. But he had spent five years learning and mastering the tool and the engine. YMMV.
I have not tried godot yet but it’s something I’m going to get to soon
It's not out yet, but uses the Source 2 engine and C# for modding, and will probably have an active community from launch.
Another option would be to fork an existing foss RTS game, like Spring, Warzone 2100, BOSwars, etc.
The way I see it, the big boys create games that acts as platforms and users freely create content of their own using these platforms. Bethesda/Microsoft might be in a good position to achieve this, they have good modding communities around their other games, really interested what their next title brings to the table, hope they don't blow it up like the last time they tried to monetize mods.
You also have something like Roblox, where the concepts of game development and modding kinda blend together, so it's definitely a trend to keep an eye on in the future.
While GMod mods are based on Lua, S&Box uses C#, which is an awesome choice, imo. C# is a bit more verbose than Lua, but it probably enables mods of higher quality.
It's not out yet, but some keys get distributed to chosen people. Sadly, I'm not one of those.
Otherwise yeah, making a game is hard.
Only drawback is, you run the risk of players being able to identify all the readymades you used. Use too many, and your game will feel like an unoriginal "asset flip".
* Animated character * Top down view * Grid based floor * "Default" RTS/MOBA physics
I've tried both Unreal and Unity but I've always found myself blocked by having to find out how to make something look like water, how to make an animation sync with movement, how to customize movement to something already familiar, etc
This means I can't actually make a game if I first don't make my own pretty much everything
I think that more than game engines, we need game frameworks that provided game designers with presets that present "solved" game mechanics, like water styles, ground tiling, precise character animation for any view angle, character movement, etc
It would be nice if we could have a "democratization" of video game development anytime in my lifetime