I think I’m at a point now where I can usefully discuss the problem of choosing the basis on which to develop a game. This summer I’ve been working on games in Unity, and in my spare time I’ve been using GameMaker: Studio. I also have several years of experience with XNA and raw DirectX and recently, MonoGame.
I started writing games in Flash a decade ago now, but desperately wanted to make 3D games. Back then, all 3D games were written in C++ or C. In fact, my first ever exposure to a full sized game’s code was the GPLed Quake II, which I modded. I assumed that it was only possible to make large games in native code, and perhaps it was even true then.
It took a while after this for it to dawn on me that for 2D games, one doesn’t need native efficiency at all, and if a game is running slowly it’s probably bad design than the tool you’re using.
This summer especially using C# with Unity, I was surprised at how efficiently I could run quite complicated games. Even on a low-end laptop, I was seeing a solid 60 fps on anything I wrote, as long as I put a bit of thought into how it would execute.
Separately, in the evenings, I’ve been working on a game with GameMaker: Studio. This was inspired mostly by the discovery that a lot of my favourite 2D games were written in GMS and a sudden desire to create 2D games from start to end. I suspect I will continue to use GMS for Ludum Dares.
However, GMS has some issues, after which I converted my game to MonoGame. I’ll go into more detail on that in a future post.
So, allow me to weigh up the pros and cons of various different game development tools. All this assumes comfort in switching between imperative languages.