I've been working on a game in my free time over the past 2-3 years. It was built into Game Maker for the following reasons:
- I really like the IDE and I'm used to it.
- I like how easy it is to import .swf flash images into vectors used in sprites. My game uses a prop engine based engine that can be used to change the size of the sprites.
- I like the script-based encoding style, which allows for easy initialization of variables and things like the "with" statement that allow unusual control jumps.
However, I recently talked to an old developer friend of mine and he's extremely talented. The guy who writes emulators for certain Rome just to prove it's possible. We talked on the phone about how he built this really chic Shining Force clone in the old XNA libraries like a decade ago. He's one of those developers who are incredibly talented, but because of the bureaucracy behind it, has problems in the software industry, and he sees this project as a new light in his work.
So we decided to rewrite the code, but this time, we'll create it instead; because he is a far superior developer and needs the direction I can give him. The goal is to create an engine first and then the development tools so I can easily create the game. We are both talented for our specific roles, and both are technical people, so communication is not an issue. Everything is fine – but we need to find an effective and easy-to-implement library to help translate the work I've done into Game Maker.
Some technical details to consider
One of the things about this game is that memory has to be very "lean" because blind people can play it (this is not a game for blind people, but a game that sighted and blind people can play.) I do it, because I originally made games for the blind and did not want to give up my original audience. Blind players generally have very limited system resources because computers do NOT need to be upgraded as this could damage the access software. Therefore, we need a blind mode that is extremely resource efficient. At present, this is achieved by the game maker through a series of tricks related to the art of drawing and the reduction of things related to the drawing of things. However, I think it would be much better if it were just coded from scratch.
We do NOT want to use Unity, as this is a 2D game (for 99% of it we could use it for a few things, but I doubt we'll do that) and Unity takes up unnecessary resources. Game Maker requires a special IDE, and while that's fine with me, I do not want this developer wasting his time learning how to use it if he could program it himself. The game maker is also limited to what is possible with the build. We want to create a UNIX simulation as part of the game. Although this is possible with the Game Maker, this is much more laborious than with conventional means.
When using native functions, I use some camera and collision functions, but most of the code is handled directly. For example, I completely override the default drawing code to properly handle the propeller engine. Essentially, 99% of the game is built from the ground up – so we do not use most of Game Maker's native features to make less experienced developers more responsive.
I also see this as an opportunity to develop a visually pleasing engine, so having a library that has access to many drawing functions would be extremely useful.
Essentially, we want to build a complete engine studio for this game. And I want to know which libraries are the most suitable for this.
What is a good set of tools in languages like C ++, C # or similar languages that could be used and that are NOT part of a game engine like Unity or Game Maker? The more tools, the better – we can combine those that we think we need.
P.S. I had no idea how to label this tag, so just add new tags …