View Poll Results: Are you interested in the Sushi Quest engine?

Voters
24. You may not vote on this poll
  • Yes, and I would pay for a license

    3 12.50%
  • Yes, but only if free

    11 45.83%
  • Yes, other option (explain)

    5 20.83%
  • Not interested

    5 20.83%
Results 1 to 10 of 69

Thread: My game engine

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
    Apr 2003
    Location
    Canada
    Posts
    6,107
    Blog Entries
    25
    Yeah that's a pretty impressive list of technical features!

    I'm curious though, what about the level of game design on top of all those technologies? I mean would I be able to design worlds using my own graphics and characters and animations with the same level of functionality as the Sushi Quest game? Same type of object models and game mechanics, etc...

    For clarification as to what I'm asking. When you play a FPS that uses an id Software engine or one of the Unreal engines, you expect to be able to have that FPS game mechanics built in already. Will this game engine have the same thing for me should I want to make a game using the same practicalities as what you have done with Sushi Quest or will it just be another plain-slate just like as if I would be using any other framework with different technologies?


    Personally, I'm not looking for another framework (I don't need that!) what I'm interested in is making a game using an existing game engine that I can hone to my own game play and story of my making using an existing game engine and not have to rewrite most if not all of the game mechanics myself. Modification is another thing, I'd like to be able at add or remove features used in Sushi Quest to my own title. This is how professional game developers do things as well.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  2. #2
    Quote Originally Posted by czar View Post
    wow you are a busy beaver. List is very impressive. kudos.
    Looks like a big list but it took about seven years to get there

    Quote Originally Posted by WILL View Post
    I'm curious though, what about the level of game design on top of all those technologies? I mean would I be able to design worlds using my own graphics and characters and animations with the same level of functionality as the Sushi Quest game? Same type of object models and game mechanics, etc...
    No, gameplay code is not part of the engine. I don't think that kind of thing should be included, as it imposes limits. I can usually sketch a new game prototype in one day using this framework (for example, the prototype that appears on Sushi Kart video was done in two days, and my Splash Ball and Icarus Sky were created and released on the App Store in a couple of days)

  3. #3
    That is indeed an impressive list.
    Would you care to elaborate on entity management? Are entities full objects in a game world with physics, logic and graphical representation or is it only graphical? In my book a game framework first becomes a game engine when it has a system in place to easily and quickly create objects in the game world.
    Imagine I've written something clever here inspiring you to make something awesome. If that happens give me credits

  4. #4
    Will is more likely looking for a template

    as Relfos said coding the engine for a specific game or genre would cause hugh limits to the engine itself
    but a good engine provide that all core programming is done and you can immediately start to code the game mechanics

    for me as a gamedesigner with limited programming skills it would be nice to have a big amount of samples shipped with the engine
    samples with typical game scenes are fine (like the Asphyre spriteengine samples, they helped me alot)
    do you plan to release samples that show how to use the features in a typical game environment?

  5. #5
    Quote Originally Posted by pstudio View Post
    That is indeed an impressive list.
    Would you care to elaborate on entity management? Are entities full objects in a game world with physics, logic and graphical representation or is it only graphical? In my book a game framework first becomes a game engine when it has a system in place to easily and quickly create objects in the game world.
    Visual only, they are are meant to be used as subcomponents of custom entities that handle the logic and gameplay.


    Quote Originally Posted by Daikrys View Post
    for me as a gamedesigner with limited programming skills it would be nice to have a big amount of samples shipped with the engine
    samples with typical game scenes are fine (like the Asphyre spriteengine samples, they helped me alot)
    do you plan to release samples that show how to use the features in a typical game environment?
    True, examples would be a very important thing to have, I will be sure to release enough examples to explain how to use most of the features

  6. #6
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
    Apr 2003
    Location
    Canada
    Posts
    6,107
    Blog Entries
    25
    Unfortunately I'm not interested in a 3rd party framework. I'd much prefer to code that myself for performance. I was interested in a game engine with the features shown from your Sushi Quest video trailers. I'd even pay double what you are proposing.

    So I'd change my vote from Yes to a... not interested for the framework, but for a working game engine that I can modify a big yes.


    As for what actually interested me about your proposal...

    For me the restriction of working game mechanics in an engine isn't an issue because that's the type/genre of game that I want to make, not a limitation in this case. Should I want to change something I'd like the option to modify code that allows me to do something different, but I want something in place I can work with not a clean slate. I know I can code everything if I want to, but I'd like to be able to just design a game for a change. So I was interested in some of the code that you did that I might be able to leverage for a 3D extended journey into the world of the Grand wizard Garland.

    I think I'll focus my efforts on the first one for now though.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  7. #7
    Big list .... Too many features... Great work...
    Do you have plans to add some basic video support?

    Well when it come to us free

  8. #8
    Quote Originally Posted by azrael11 View Post
    Big list .... Too many features... Great work...
    Do you have plans to add some basic video support?

    Well when it come to us free
    There is already basic video support, including using video for textures, but right now only for Windows, I'm looking for a better solution that would work on other platforms, including iOS. About releasing it for free, it would be an option if I found enough people interested in fixing some of the current problems and extending the engine with new features.

    Quote Originally Posted by WILL View Post
    So I'd change my vote from Yes to a... not interested for the framework, but for a working game engine that I can modify a big yes.
    What if the framework included a example of a small game that you could extend?
    Sushi Quest code is about 4000 lines of code, but most of it is just coding of the different entities logic (like bombs that explode when they touch fire, barrels that move in the water, etc)
    Also, this engine is fine tuned for performance, when I first ported it to iOS, the game runned at 12fps, I spent a week optimizing the engine (things like removing all allocations
    except when really needed, and lots of openGLtricks). and now it runs at almost 60fps without fullscreen antialiasing (with it on it runs at about 30fps)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •