Anyone on the autism spectrum finding their way back into Gamedev after a couple decades?
I understand this might get deleted.
But I lost my educational scaffolding when Jedi Knight Dark Forces II died.
I remember having similar discussions then that we are having now. Orthographic editors vs WYSIWYG (what you see is what you get)
“No no , I know exactly what the engine is wanting, your editor makes it bloated with too many extra polygons and bad adjoins and engine crashes on load”
(JED vs JKEDIT argument)
I used to make maps and mod games because I was lacking an experience and wanted to give it to others.
Making places “Feel like places”
“Simulating systems”
and happened to find a community of people that shared the same tools, same engine, and immerse ourselves in each others projects.
Once that DIED. I found “Well the pressure to create isnt there anymore, SWG is coming out, Half-Life 2, we have quake III… starcraft II, AVP classic, AVP 2 .
Cry engine comes along …
So much saturation of content you ask yourself “What do I latch onto ?? What is NEXT”
But there isnt any because “If your desire is to create an experience you lack” and now there are so many games doing it FOR YOU.
You stop feeling pressured to create, you feel pressured to “Explore these new systems as a player”
I do not need to create a world anymore, SWG already does it. I can finally live here with other players.
Its been a LONG LONG TIME.
And I find it ironic that now the world has shrunk again into the same arguments I remember having from 2002.
“Unreal is bloated” thats ..what they would have said about JK edit va JED.
But to me diving into Unreal I saw it for myself. You are encouraged to construct maps and environments from Meshes now.
Before , Blocking out and cleaving perfectly flat surfaces with minimal vertices was …what we ALL did.
Now you watch any tutorial and they say “Oh yeah these …geometry brushes are here, but no one uses them”
You are encouraged to construct SCENES from objects of high poly count. Because it is the easiest work flow, and it seems to be how it is designed.
Anyway….
The arguments between Godot Unity and Unreal are amazing to me because I remember stopping everything all together when we had dozens of paradoxical choices and no idea what to latch onto …
If we had anything like these now when I was a kid, I have no idea what life could have been like.