27 karma · joined March 2, 2025
Seems like this option should really be 2 different options. An NPC briefing the players about the exit is lazy and signals to the player that they are regarded as stupid. The rest is great.
For a more concrete argument. You also said learning Unreal using tutorials took a few days, which is certainly not possible, unless we are talking only about a very basic understanding. In the same vein, it also takes a few days to make a very basic engine built on top of OpenGL.
The more unique and niche your game is, the more true this is. Stumbling around Unreal's horrid UI for 3 months just to realize that the thing you want to do is barely even possible due to how general and off-the-shelf the engine is, is not a good experience. On the other hand, if you want to make a hyper-realistic, open-world RPG, then rolling your own is probably not a good idea.
I also believe that even if it's not always the most efficient thing to do, placing limitations on yourself by using a custom-made specialized engine makes the creativity really flow, and your game, even if not the most advanced, will be a lot more unique as a result of that.
Game engines: Unreal - C++, Unity - C#, Godot - GDScript (Python) + second-class C# support
Frameworks: Raylib - C, Bevy - Rust, Love2D - Lua, Monogame - C#, Phaser - JS, PyGame - Python
We don't know for sure what AAA companies rolling their own engines use, but the industry standard would be written in C++, exposing C++ for programmers and Lua for non-programmers/modders.