I’ve done this and I enjoyed it. I dunno why, but I love developing frameworks. Ended up writing two mini games for my engine (breakout and curveball) so that it could actually do something, at which point I discovered how difficult accurate collision detection is. Though it was about 20 years ago, I should rewrite the engine for DX12 and Vulcan (it’s DirectX 8 iirc, needs to be more modern) and then see if I can do better with the collision detection.
Lol I could probably rewrite the games from scratch in Godot and have them finished in a few hours despite only being partially through the beginner’s tutorials, just to give an idea of how basic the engine and games were.
At least you did not start with implementing your own homegrown game engine for your non-existing game.
Retro game jam devs say: as opposed to what?
I’ve done this and I enjoyed it. I dunno why, but I love developing frameworks. Ended up writing two mini games for my engine (breakout and curveball) so that it could actually do something, at which point I discovered how difficult accurate collision detection is. Though it was about 20 years ago, I should rewrite the engine for DX12 and Vulcan (it’s DirectX 8 iirc, needs to be more modern) and then see if I can do better with the collision detection.
Lol I could probably rewrite the games from scratch in Godot and have them finished in a few hours despite only being partially through the beginner’s tutorials, just to give an idea of how basic the engine and games were.
But it was still pretty fun to make!