Can I be the first to say:

NNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!

I guess the writing was on the wall considering the game has been in development hell for many years, but I still look back at the original announcement trailer and think about how cool this game could have been. It was essentially sold as Minecraft but better - with proper combat, better exploration, powerful dedicated modding tools, and more. It was to be created by the creators of probably the biggest Minecraft server ever, which meant they understood the ins and outs of the game and what it needed to improve.

What a shame. At least we got Vintage Story.

  • Pennomi@lemmy.world
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    3 days ago

    Totally agree. Make a game, not a game engine!

    Though as an unrelated counterexample, Kitten Space Agency is doing a custom game engine and development is scary fast right now. They’re doing all the work in public and it’s wild how good the dev team is.

    • brucethemoose@lemmy.world
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      3 days ago

      Sometimes there’s a rock hard justification. Orbital mechanics is a great one. Game engines are literally not built for physics at celestial scales.

      KSA’s feature scope is way narrower than, say, a game with tons of NPCs and voxels and elaborate foilage and MMO-scale multiplayer and such. The DayZ guy and that studio are also pretty experienced at this point.

      So yeah, I agree! And I’m glad KSA is seemingly progressing well, actually…

      • alphabethunter@lemmy.world
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        3 days ago

        Noita and Exanima are also two great explanations of when to make your own custom game engine: when nothing else on the market does exactly what you need your engine to do.