Anyone got pointers to game engines for solo devs?
Something to get 2D multiplayer games out of the door quickly.
Anyone got pointers to game engines for solo devs?
Something to get 2D multiplayer games out of the door quickly.
There is a fresh fork developed by the team behind https://www.beyondallreason.info/ and they are working on performance improvements. In addition, you get the whole infrastructure developed by that team for free (Server tech, matchmaking, map editors etc.)
Its hyper specialized on RTS though. Dont try to make a jump and run with it. Although they tried: https://www.youtube.com/watch?v=a1D295mRqdE https://www.youtube.com/watch?v=kNGe4KTdVN4 https://www.youtube.com/watch?v=-FnmQUgR5RQ
Ludum Dares are pretty hard core engine tests, as in can you iterrate, pivot and check wether its fun quickly. Unwieldy beasts do not survive that.
If on the other hand you like Slime Rancher, well it uses Unity and probably that would be a better choice than GameMaker for that kind of game.
I also second Godot though, which is not widely used by many projects but seems awesome to me and totally capable of moving a 2d game out the door quickly.
Just my personal thoughts though, others will have had different experiences.
Games almost never "get out of the door quickly", with very few exceptions.
That goes multiple for multiplayer games.
What you might be able to produce quickly is prototypes. "A moving rectangle which shoots circles" - kind of thing. That is a super power, don't underestimate it.
LÖVE is a nice game engine, I used it a lot in the past, mostly for personal stuff. And released some open source libraries in the process.
I.E.
A top-down tile-based extension? Ideally just an integration with some existing 2D tile map editor.
Or an isometric extension?
Or a side-scrolling extension with gravity and parallax and a tile map, etc?
When I tried LÖVE years ago, it seemed like there was a little bit of engine-building before you could really start making a game. Like figuring out how to do the rendering and tiling and jumping between scenes/rooms, etc
If you are looking for a more "batteries included" approach, then probably Unity (with its plugins on the Asset store) would probably be a better fit.
Features: https://github.com/Planimeter/game-engine-2d#features
We integrate with Tiled, and feature multiplayer with client-side prediction out of the box.
You can set the tick rate for your game based on your needs as well. And prediction is robust, supporting exceptional packet loss and smoothing over latency concerns for player movement.
Even Godot doesn't support multiplayer networking out of the box: you have to write it yourself.
https://docs.godotengine.org/en/stable/tutorials/networking/...
I prefer Godot's approach but it's not as ready to go as they're describing.
It's a very great framework for learning the basics but will require extra work for a polished end result. The forums and documentation are a solid place to start! https://love2d.org
I've had success using it as the backend+networking stack in conjunction with game UI tools like Phaser and Pixi.js.