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Comment by spencerflem

11 days ago

No, they started with a code only framework (my beloved LibGDX) and then moved to Unity/Godot for the sequel for pragmatic reasons. See my other comment.

Being ubiquitous was part of the decision, yes, because it means there are many high quality plugins instantly integratable which is a huge time-saver.

Fair, though when I say "quality decline" I'm mostly talking about extraneous useless features and overly complicated node-based architectures that require GUIs. There are simpler ways to do all of this stuff. This engine, Tramway, is proof of that. Godot sits somewhere in the middle, I've used it a little but I don't know enough about it to say whether it's overly complex or not.

You are correct: I definitely agree that not all gamedevs should be making stuff from scratch, but I also think that Unity is a little too much. There's a good middle ground somewhere slightly above raylib.

My argument is that the promotion of engines that live near this middle ground is blocked by education: people who want to be able to sell long courses to the people who look up "how to make a video game."