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a thing that makes game engines interesting is that the best engine for a game is one made exactly for it, but the best engine for prototyping and experimenting with a game is one that assumes as little as possible about it.

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it feels like there are big game engines that make very few assumptions (unity, unreal, godot) and ones that make many large assumptions (rpg maker, adventure game studio, renpy) but it really feels like for me the sweet spot is in the middle and has little representation

So two things on this: 1. I get what you're saying, but agh Unreal makes so many goddamn assumptions about your game -_- 2. IME you end up making that middle-ground engine as part of making your game, it's just an engine inside another engine

1. true, but i am comparing it to AGS etc. unreal has been and is used regularly to make successful games in basically every genre, AGS/RPG maker have not 2. correct. this is why godot, learning from unity, takes the approach of editor extensibility very seriously, they also want this to a degree

i am not really a fan of highly configurable environments and tools, in software for the most part (outside of accessibility), which is why i don’t really use engines like this and why my dream tool doesn’t really work this way, but it is difficult to exactly describe why

and i think this is for a reason—that this type of engine is much harder to design. i don’t have time to pursue engine design for the foreseeable future but i feel like, given time and collaboration, this would be such a wonderful tool for developers

maybe somewhat surprising people: i think ECS engines might eventually be the way to accomplish this. but what i am envisioning and how i am envisioning a dev working with them is likely not what your experience using an existing one has been

a lot of (even my own) ECS criticism comes down to how difficult prototyping and iterating can be, how because of their architectural and code-first nature, the experimental phase of development is handicapped

in this case the code and level editor is very limited, but the visual capabilities and style is more restricted (for comfortable use), so it doesn’t sit in the middle but rather kind of straddles the line in an interesting way. this kind of engine is also cool and i’d like to see more of

I haven’t used it but it feels like Gamemaker Studio might fit into the middle ground? Every time I see people use it for a specific thing like an RPG it feels like they’re twisting the engine to do something it wasn’t supposed to which implies that it’s got stuff it’s designed for

i would just call game maker “general purpose” even if it doesn’t succeed, because that’s what it aims to be. the thing about general purpose engines is that they all feel *exactly* that way to me which is why i don’t like them