(This is my second attempt, the forums were down the first time… :-( )
On Wednesday, 4 January 2023 at 02:54:51 UTC, Hipreme wrote:
> Hello D Game Developers. As you guys know, I have been developing a cross platform game engine for some years right now. I'm close to release version 1.0.
That's nice, I believe the best way to get attraction for a game framework is to create a demo-game that is visually interesting and showcase it. Screenshots and "glitter" sells...
> 1: Would you be interested in participating in a D game jam?
No time at this point.
> 2: Why did you started using D for developing games?
I viewed C++ as expensive to develop in (this was pre C++10) and was looking for a cheaper alternative (e.g. less work).
> 3: What frameworks, libraries or game engines are you using for D? Are you developing your own?
I created my own (no longer pursuing it).
> 3.1: What do you like more about the framework you're using?
3.2: What do you dislike about the framework you're using?
I don't really want a full framework, I would be attracted to a set of low-overhead libraries that sits right on top of Metal and Vulcan, with some abstractions that allows me to write my own shaders. And high quality tutorials.
Focused up-to-date demo-tutorials are very important for getting people interested in frameworks. Outdated tutorials often linger around after the framework has moved on, which is a source for frustration that it is better to avoid.
> 4: What the D ecosystem is missing for you to develop your own game?
At the time, the GC turned out to be unsuitable which reduced the usefulness of this approach for me.
> 5: How much do you care about the game engine being betterC compatible? And why?
I don't care how it is achieved in the framework, but in order to be interested I would need to be able to control memory allocations with ease. So not "betterC" per se.
> 6: Which kind of game do you plan to develop? 2D or 3D? Which platform are you targeting?
3D or 2.5, shaders. I probably would require iOS, and all desktops. WebGL2/WebAssembly would be a strong selling point.
I don't know if it is possible to develop games for ChromeOS, but one way to generate some initial interest is to support a platform that others don't and market it in forums geared towards that platform.
In essence you can choose between designing a framework that makes very good use of a small number of platforms (with stiff competition) or make a more abstract framework that is highly portable (but less fancy).
> 7: Are you looking to sell your game or just toying with the D language ( not going to make any serious project )? Why?
If I were to make a full game that isn't a web-only game then there would have to be a solid source for revenue.
I once created a prototype in Metaplace, which was a hosted multi-user platform where you could write your own games (using 2D, with basic physics engine and scripting). It allowed you to create sub-games/sub-worlds. Something like that could be interesting, but creating a hosted multi-user solution is also very challenging.
I guess it is possible to create a single user game that is structured in the same way. Basically let individual contributors create subgames within a larger game. Something like that could be interesting, but not sure how you can ensure quality. You might need to use the same graphical/sound artists for all subworlds, but then you need solid funding…