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Favorite Game Development Tools
Rutledge Daugette
Forum Posts: 39
Member Since:
February 7, 2014
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September 29, 2016 - 11:43 am
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I figured I should kick off a thread about development, something I haven't had the time to do in a long time, really since college. I have a B.S. in Game and Simulation Programming, but ended up in IT, so I haven't played with game dev as much as I used to.

We created our Senior Project in Unity 3D in 2012, and I've always loved the scripting that was built into that program, being a C programmer primarily. We did a lot with Unreal Development Kit as well, but Unrealscript back then was a pain in the dick to learn thanks to lack of really great documentation.

When I free up time to get back to development, I might head back to Unity again, but what do you like to develop in?

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Reagan Cox
Forum Posts: 13
Member Since:
April 13, 2016
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September 30, 2016 - 4:48 pm
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I like to mess around in Unity from time to time, but I'm not particularly good at it. I just like to make silly multiplayer games that I can play with a friend and have a laugh about

New Member
Forum Posts: 2
Member Since:
October 21, 2016
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October 21, 2016 - 3:01 pm
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Okay, let's see.

I prefer to code with Visual Studio on Windows and Qt Creator on Linux. If it wasn't for the debugger, I'd actually prefer Qt Creator even on Windows. It's fast and has a clean, simple UI. Oh, and its intellisense is faster on my old HDD than Visual Studio's is on my SSD. It also isn't nowhere near as bloated on account of not installing stupid webdev tools I don't need and not letting me opt-out.

My engine of choice is Unreal 4. I worked with Unity for quite a while and good god, am I happy that I decided to switch. In my honest opinion, you can clearly tell how one engine was made by people with more than two decades of experience in actually making games, and one wasn't. Unreal 4 is a lot more complicated than Unity, because it gives you a lot more tools. In Unity you start with a blank slate, an empty scene you add your GameObjects to. In UE4 you get a complex "Gameplay Framework" that makes a lot of things easier for you, but you need to learn it first in order to know where all your code is supposed to go. It's worth it though.
Performance-wise UE4 has much higher minimal system requirements, but appears to scale better. A lot of gamers (particularly those who don't know much about game development, or software development in general for that matter) tend to give Unity a lot of shit, because cheap Unity games often run worse than they look. I never really looked at the graphics system in detail, because I was too busy with the code, but if working with it is anything like coding in Unity, that would explain everything. The short version is that it's very easy to write code that runs like absolute ass in Unity. Some of the solutions people post in the forums make me want to cry.

I create my 3d art with Blender and Substance (the whole package: B2M, Designer and Painter). Over the years Blender has become a quite capable 3d modeling application. Substance is simply fantastic. There's nothing more to say about it. If you're planning to create realistic looking textures, get Substance Live. They have an extremely indie-friendly license and the tools is worth every buck.

The next tool I'll have to git gud with will be fmod studio, because I'm a sucker for audio and Unreal's audio capabilities are more than just limited. It's enough for simple games though.

New Member
Forum Posts: 1
Member Since:
October 4, 2016
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October 28, 2016 - 2:38 pm
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I've been messing with RPGMaker since I was a kid (this was back in like 2007, when I got hooked on a Zelda fangame made with it) and to this day it remains my engine of choice. In fact, I'm currently developing a tactical RPG on VX Ace with a team of my old friends.

Now I know the engine gets a bad rap for being the source of countless bland FF knockoffs made by smashing the default assets & JRPG cliches together in 10 minutes, but for someone who 1) doesn't really have a head for coding and 2) draws a fair bit of inspiration from 8-32 bit Eastern RPGs, I couldn't ask for a better tool. The RPGMaker community and the tools they've developed are pretty extensive too, and the game I'm currently working on wouldn't be possible (or at best, it'd take a lot more work to script) without certain community-made plugins.

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