Hello everyone.
I hope you’re doing well today.
It’s been a while since I last posted. I won’t lie, it’s mainly because I bought Helldivers 2 a few days ago and I’ve been addicted.
However, it’s not too far off of being related to Eseria. You see, Helldivers 2 was developed on the Bitsquid engine, a now defunct software killed in 2018. It lived a bit of a new life under Autodesk, but the old engine itself was killed.
I wanted to take this opportunity to talk about engines.
It was easy to ask why Arrowhead didn’t just use Unreal or … well, with what we know now, Unity is kind of a non-option.
For Arrowhead, it was the familiarity of the engine that kept them coming back, even for such an ambitious game like Helldivers 2.
Regarding Eseria, it is probable that using an engine like Godot would greatly simplify the development process and speed up progress.
It can’t even have the same pitfalls as Unity, since it is MIT-licensed and open source.
However, I still refuse to use outside engines. Part of the reason of making my own game engine was to learn about how they worked and have fun creating one. That is still the case.
It isn’t the optimal choice when making a game to make your own engine nowadays. In fact, using Godot would allow me to use C# scripting, which I am way more comfortable with.
However, there’s something special to me about creating a piece of software from the ground up, all the way from the framework to the feature.
I implore you, if you are interested in making a game, to simply use Godot, or a similar engine, as it is 100% easier than making your own engine. I called it “Insanity Engine” for a reason.
Not sure what I’ll talk about next time. Maybe some music, since I’ve been working on a couple tracks for the game. I’d like to clarify beforehand, though, that I am not at all a musician and I have absolutely negative idea what I’m doing.
As the guy from Osu! says,
See you next time.
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