Week 1 - Choosing an engine
After taking some time to gorge myself on holiday food and chocolate, I have come back to Project 98 with some decent progress. My initial task is to decide what game engine I will be using on my Pentium III beast. As a result, I have performed some basic tests on previously mentioned platforms over the course of December.Â
A rather simple yet easy to learn game engine that I used when I was about 11 years old. Useful for making a variety of 2D games from varying perspectives. I even used a version of this for concepting a project for Kickstarter. It acted as a proof of concept for hiring artists and programmers:
Decent paperwork/documentation
No programming required (can use drag/drop)
Have used previously, not an unknown
Limited to 2D games or VERY basic 3D (think SNES Mode 7 at a STRETCH)
Creating anything other than an arcade game or platformer will be difficult
No version will run on a modern operating systems for an executable export
Hammer Editor 3.5 (Goldsource)
Teenage James would be proud to see me going back to my roots. I used the Valve’s Hammer Editor back when Half Life 2 was but an E3 tech demo promising some revolutionary ragdoll-throwing physics. I also used the follow-up Source SDK on a few projects, so I feel both comfortable and terrified of using Goldsource for this project.Â
Most versatile engine I have access to
Have used previously, not an unknown
Requires custom 3D models, rather than just sprites.
Very complex engine, may easily result in scope creep
Will have to learn some C++ in order to achieve much of what I need
Well-known as one of the original tools for making your own games and maps for a video game with ease, Doom Builder is appealing mainly for its mix between complexity and approachability. While I’ve never used it before, my initial tests have proven that it may yet suit perfectly.Â
Approachable to newcomers
Can easily export executable to modern operating systems via .WAD file
Lets you make a DOOM GAME
Dated version of the engine (can do more in Doom Builder II, which does not function on Windows 98)
Can only REALLY make first person games, will be a stretch to get anything else out of the engine
Never personally used software, the unknown could be terrible
Adventure Game Studio (AGS)
While my personal experience with traditional adventure games is limited, AGS has been used very effectively by fellow game developers that have expressed the engines’ merits. Matt Frith has used it multiple times to create some fantastic games in a relatively short space of time. Matt is also not a seasoned programmer, so this gives me hope for a newcomer such as myself.
Friends have in-depth knowledge (useful for troubleshooting)
Very genre-focused software, similar to Doom Builder in that sense
Never personally used software, friends that use it could be suffering from Stockholm syndrome
I have yet to find a copy of Unreal Engine 1 that works on my laptop, so I have been unable to weigh up the pros and cons of using this engine. As a result, I don’t think I will be using it for the project.
After looking into these options, I have decided to shortlist Doom Builder and Hammer Editor as candidates for Project 98. From here, I will perform some basic tests on each platform to see how my ancient laptop handles them. My next two posts will go into more detail about my experiences with both engines, and be followed up with a decision of which I will be using.