I only do it because Jaesun likes it so much. And also it's just interesting to me, hey I'm a nerdy programmer and my only interests are programming and RPGs. Sue me.
C4 isn't the one true engine, its editor is pretty crap, but most of the engines around are really crap for making a complex game such as XCom or TOEE.
Recently RPGCodex is a lot about engine whining. In some cases it's justified ( AOD/DS ), in others it's not.
Unity can't scale an image properly, either.
And it can't even directly draw anything on the screen! It has to be part of a provided (very barebones) widget set, or a 3D object. So people making 2D games actually use 3D billboards, which then have a whole bunch of artifacts and have to be transformed in 3D if you want to move them around (hope you remember your maths, and whoops too bad screen space doesn't map directly into the view frustrum, you have to cast a ray and you still get errors). Pretty cool, huh?
But the punchline is that the scripting for it works exactly like javascript. Meaning you have a bunch of scripted onDraw commands and you can't really use anything like OOP for the GUI, the place it's of the most use. So it basically completely kills all software engineering, which is replaced by copypasting, and having the same thing programmed in many places. It's exactly like javascript in a web page. Great for simple stuff, impossible for anything else.
Cryengine is a finely made engine, but when someone says they are making an RPG it means you can probably be sure it's going to be very heavy on the action and light on the RPG, but even it is better than Unity for RPG style game. Torque and Unity are both just plain crap. Unity is a lot easier for artists to use than torque but it's even more shit for programmers than Torque.
Not only DIY shovelware games are made with Unity
Yeah there's also corridor shooters with almost nonexistent GUI, and very few enemies onscreen at once.
Games today aren't just crap because bobby kotick hates christmas. They're also crap because of consoles, and engines. When engines are designed a certain way (part due to consoles and cellphones, part because it's just cheaper) that's how the games are because that's all you really can make without spending way too much effort.
Why are games in corridors? Why are there few enemies onscreen? Why is HUD getting tinier with every game? Why is AI scripted? Why hitscan? Why health regen? Why do guys run so slow in most games now?
It's not just because they seemed like cool ideas, and not all of it is due to consoles.
You say you are a programmer, yet you think gameplay is tied to the engine.
Some game engines make it easier to make some types of games, due their origins, there is nothing stopping you from doing otherwise.
You say Unity can' draw anything "directly draw anything on the screen!" .When it has been this way internally since November 2008 2000, almost 12 years ago, when directX 8 was released.
Seriously get your facts straight.
You say "the punchline is that the scripting for it works exactly like javascript. Meaning you have a bunch of scripted onDraw commands and you can't really use anything like OOP for the GUI, "
when nearly everything in Unity is a GameObject, making it the definition of OOP and when there so many GUI solutions that you will have trouble deciding which cool features you want.
You say:" Yeah there's also corridor shooters with almost nonexistent GUI, and very few enemies onscreen at once."
With over 1 million, yes 1.000.000. registered developers and a FREE version there are bound to
Like when flash went mainstream everyone and his mother is trying out making 3d games now.
Torque had reached the point of closing down
You ask: "Why is HUD getting tinier with every game?"
Because the mainstream audience finds it detracts from the experience, it breaks the immersion, it feels like a layer between the player and the game.
Game design, not engine limits.
You ask: "Why is AI scripted"
Because that's how you do AI. I don;t think you even understand what you are talking about. If you mean why do they seam to repeat actions, it's most likely because of time available and playtesting finding too many issues with AI that acts more 'freely".
Game design, not engine limits.
You ask: "Why health regen?"
Games that use health regeneration are trying to keep the pace of the game faster. They are trying to avoid hording, wanfering off, they are trying to make you take risks, instead of Quicksave every 2 minutes. It's part of what they want to do with the game.
Game design, not engine limits.
You ask: "Why do guys run so slow in most games now?"
Cos the quake way of doing things was replaced by a more "realistic" way of doing things. Make the game feature some sort of tactics, instead of simply twitch reflexes.
Game design, not engine limits.