
Off the shelf? or fully custom?
Thatβs always the big question. It turns out, furing out which game engine to use wasn't really a problem. It's about βhow much custom shit are we planning to make?β Which tool will make this custom shit easier to do and how much extra knowledge do we have to acquire to do so?
In a game like MS2b, the story is the center of everything. If the story isnβt interesting or good then all the set dressing in the world wonβt change the experience. It can be argued that corners should be cut, especially when itβs something that most people wonβt notice or perhaps even appreciate. The romanticism. The artistry. All intoxicating. "Hands on the reigns, you, we still have thousands of other things we still need to do." But sometimes... just sometimes, itβs worth going the extra mile. Or four. Something like the menu system that youβll open quite frequently. We want you to be close to Ritona, almost where you can feel her aura and emotions. Itβs one of those things where you go βdamn, if I were gonna make game, Id love to implement X.β Weβve all felt it before, especially if you love small details in well crafted games. Okay, then. How many collective hours is this going to take? How much new shit do we have to implement? Is this even practical, or more importantly, user friendly? We only have a rough estimate. But itβs cool. Itβs really nice and shiny.
Then the answer is simple. We gotta do it. Because weβre here to make cool things. I am forever grateful to the AiD team thatβs always enthusiastic to knock out that extra mile. A million thanks and more.
I think we can show off a few things before the end of the month.
Stay tuned.
-Munisix
Asura
2024-09-16 02:40:04 +0000 UTCTootall_21
2024-06-27 05:31:36 +0000 UTC