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I always feel like if you're a game developer you're sort of selling the family farm if you don't want to have the competence internally to build a game engine. I might just be really old school in this regard, but it seems like most of the best game developers of all time had an engine in house, got really good at it, and were able to turn over great games pretty quickly that did exactly what they wanted them to do.
- ✙ dcc :pedomustdie: :phear_slackware: likes this.
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@sj_zero @caekislove @mischievoustomato @thendrix @zero @pettanko it's because you knew how to work the in house engine and you answered to nobody if it needed to be bent to make the game work. That's how Skyrim ended up with Create.
Kind of madbess CDPR paid the price to make them and then capitulated to UE5 but I guess that's line go uppers for you.
godot has had people try to give it task engines but Juan seems to cope out that he doesn't want it to be a "big game engine" or some shit. I still use it because it's what we have and I don't really have any interest in writing vulkan renderers for free :neocat_googly:
we had cruelty squad, done keeper, blastronauts and one of the rpgmaker side projects is switching to it
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@sj_zero @caekislove @mischievoustomato @pettanko @thendrix @zero the OG devs are south American (where socialism thrives and everyone wants the government all the time, despite the governments being incompetent) so you really shouldn't be surprised. Godot was never a bastion of anarchists