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After 1 year of work, my game is back to zero. Now I'm starting over with a new engine.

A topic by pinchlg created 12 hours ago Views: 68 Replies: 4
Viewing posts 1 to 3

I'm not here to promote anything. This is a record of where my project stopped, and where it might start again. I started Depletion Verge over a year ago. A sailfish walking on land. No HUD, no goals, just an endless city. 

 Then I lost the source code. I lost the engine. I lost everything in one night. I tried to build my own engine (OpenDE) based on Kool Engine. 


I have respect for Fabmax. But I regret it. I deleted OpenDE. I didn't open-source it. That was the low point. Now I'm starting over — with a new engine called Bloom. It's built from scratch with Kotlin, Vulkan, and LWJGL. No Unity. No Unreal. No Kool. Just my own code. It's still early. Right now there is only a triangle on screen. But that triangle is mine. It compiles. It runs.

 It's the first step. I'm not asking for money or followers. I just want to put this out there. If a few kind people see this and say "keep going" — that would already mean a lot. One year gone. But maybe the next one will be better.

"keep going"... now context? are you making a game engine or a game without a game engine? what is kool, OpenDE, fabmax, depression edge and lwjgl? why the logo of your thing is "penie"? (by the way, that is sus) how did you lost your entire code? are you making backups now? (they're really important, trust me lol). Even if you're not here for promotion, I don't think you won't want promotion forever lol

Thanks for reading — and for the questions. I'll try to answer them clearly. 

 1. I'm making both. A game called Depletion Verge, and an engine called Bloom to run it. They're built together. 

 2. Kool Engine is an engine made by Fabmax. I used it for a long time, and I respect him. But I wanted more control, so I started OpenDE based on Kool — then deleted it because I regretted the path. That's where the "lost everything" part came from. 

 3. Depletion Verge is the game — a sailfish walking on land. LWJGL is the library I use for OpenGL/Vulkan bindings. 

 4. The logo is not "penie" — it's a stylized "DE" from Depletion Verge. I'll take the feedback though, maybe it needs a redesign. 

 5. How I lost the code: I deleted it by mistake, and emptied the recycle bin without checking. No one to blame but myself. 

 6. Yes — I'm making backups now. Learned that lesson the hard way. 

 7. Bloom is written in Kotlin. Same as before, but now it's my own code from scratch. Thanks for asking. That alone helps.

Yes, keep going!

What programming language do you use to build your new game engine?

I'm using Kotlin for Bloom. Same language as before, but now it's all my own code — no engine wrapper, no external framework. 

Just Kotlin + LWJGL + Vulkan. The triangle on screen is written in Kotlin. So is the GLTF loader, the input system, the camera movement — everything. It's not fast yet. But it's mine.