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Question About the Direction of My Engine Development

A topic by Eren created Jul 04, 2025 Views: 90 Replies: 1
Viewing posts 1 to 3

Hi everyone,

At this point, I feel like most of the core rendering logic of my engine is complete. (Of course, there’s still sound, physics, and other systems left to tackle…)

Now I want to start designing the API so that it’s actually usable for making games.

But here’s where I run into some uncertainty — because the people who would use this engine include not just me, but other developers as well. (Assuming anyone wants to use it at all… 😅)

That means the “user” is a game developer, but their needs and priorities often feel very different from mine, and it’s not always easy to figure out what would make the engine appealing or useful for them.

On top of that, for developers who are doing this commercially or professionally, Unity and Unreal are already the industry standard.
So realistically, I expect my audience would be more like those “niche” developers who choose to use engines like Love2D, Defold, Bevy, etc.
Or maybe hobbyists who just want to experiment or have fun making games.

But even hobbyists these days seem to lean toward Unity. Back in the day, GameMaker was more common, from what I’ve seen.

Anyway — here’s my main question:

For people who are making games as a hobby, or who deliberately choose to use less mainstream engines just for the experience —
what kinds of features, tools, or design choices are most important to them?

Any insights, suggestions, or wisdom you can share would be greatly appreciated.

Thank you!

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