Toolkit/Engine/Framework for a lowly powered machine

Aldia Aldia

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Hey there. I'm looking into strating a project, though I have no exact project type in mind just yet, other than it being a game.

What I'm here to ask for, though, is which options out there are best suited for my needs?
I need an engine or framework or whatever that I could work with having as little issues as possible, which works with low end hardware (specs below) and that isn't one that I already know about.

My specs are:
- 8gb of DDR4, single channel RAM
- Intel Core I3 7020u
- Intel Hd Graphics 620
- about 40gb of avaliable disk space

The tools I already know about are:
- Game Maker
- GB Studio
- RPG Maker (I own 03, XP, VX Ace and MV)
- Unity
- Godot
- Löve 2D
- Pyrite 64
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Note: I am not opposed to using any of the programs listed above, just felt like listing them to minimize repetitions.
 

and here's a guy doing miracles from the shittiest device possible:

https://zeno-pillan.itch.io/

i recommend you to try it out with little pretention, any work you manage to accomplish could be later polished... many great stuff like Terra Nil, Celeste and Baba Is You started as tiny prototypes (non-bitsy).
 
G-develop is another one. I'm pretty sure they let you export the game to html with the free version.

If you're just looking to dip your toes in I wouldn't worry about anything other than that it's easy to use and easy to export.
 
G-develop is another one. I'm pretty sure they let you export the game to html with the free version.

If you're just looking to dip your toes in I wouldn't worry about anything other than that it's easy to use and easy to export.
I forgot to list that one too 😅
I've tried it before. Seems fun.
 
Why don't you just pick one of the ones on your list? My computer's specs are probably the same or a little worse than yours. Out of those I've used Game Maker, Godot, Love2d, Unity and RPG maker. They're all fine to use. Just pick one and start working. I'd say Love2d can be kind of limiting just because Lua itself is limiting. I've run into issues with Lua's lack of native integers before but that was on a fairly specific project that needed integers. RPG Maker can be pretty rigid if you don't put in a bunch of work to change everything.

Engines and frameworks are never going to be perfect or fit every single one of your needs entirely. No matter what you start working with you're going to run into problems or struggle to figure out how to make something work. It's just an inevitable part of programming things. Engines and frameworks are just collections of tools to make things easier, it's still up to you to use the tools effectively.
 
Why don't you just pick one of the ones on your list?
Oh I am considering Godot or Game Maker. Just wanted to hear the thoughts of people already in the field. :)
 
i'm far from being one of em, btw. just an enthusiast.
Oh, I'm also just doing this as a hobby project!
Being a professional game developer is not in my career plans :P
 
I'm also just doing this as a hobby project!
You got this! If you need someone to playtest your stuff at any point, lemme know. I like to feel like I'm somehow an insider when I get to see great ppl doing great stuff.
 
Oh I am considering Godot or Game Maker. Just wanted to hear the thoughts of people already in the field. :)
It was quite a while ago I used gamemaker. I've had some good experiences working with Godot. It's a bit weird getting used to the way Nodes work. They're kind of counterintuitive in some ways and inheritance works kind of strangely but once you get used to it, it's nice to work with. I particularly like the 2d animation system. I'm not a graphics person or anything but I've found it pretty easy to put together some animations for my projects.
 
Why not pygame?
Why not SFML?
Why not OpenMW?

I mean, there's plenty of reasons for why not. What I want you to consider, really, is why anything?

The first question in any project should never be which tool you're going to build it in, unless the point of the project is to learn a particular tool.

So, what do you want to make?
 
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The first question in any project should never be which tool you're going to build it in, unless the point of the project is to learn a particular tool.

So, what do you want to make?
This. But I guess his concerns are going more in knowing if he has enough computing power to develop anything, so I kinda understand the place he is coming from. It is a valid concern mostly if you have no project in mind or haven't experienced the field.

Also, throwing this here cus it might be useful to more people coming from the same place:

The question is less what he wants to make and more what he can make, ig.
 
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I see some very, very premature optimization going on. Any engine is capable of targeting a potato, it's just a matter of what the project actually is (though, Unreal editor is every hard on iGPUs. That I can suggest not using.)

Better to out with the concept than to quibble about the details. That can come later.

There's been no better way to strangle a gamedev project in the crib than to ask "what engine should I use?"

@MrYesterday: Let's talk about a design. That can be done with nothing more than your fingers and a text box, no code or technical skill needed. We might discover that what you really want to make is a board game (which is still gamedev), or it might be a romhack, or it could be a total top-down implementation of your own creation. We'll see -- want me to start?

Zombies.
 
There's been no better nor worse way to actually start a hobbyist gamedev project.
 
Let's talk about a design. That can be done with nothing more than your fingers and a text box
Hi! I just woke up and am a little busy right now, but I'll make sure to come back here and reply!
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@MrYesterday: Let's talk about a design. That can be done with nothing more than your fingers and a text box, no code or technical skill needed. We might discover that what you really want to make is a board game (which is still gamedev), or it might be a romhack, or it could be a total top-down implementation of your own creation. We'll see -- want me to start?
mmm... No I don't think zombies are it.

I'm thinking of doing a walking simulator just for the sake of making something. I remember playing LSD Dream Emulator, and finding that concept pretty interesting.

Sprinkling some minigames in-between also seems like good fun. I always liked it when open world games just had silly activities sitting around the map.
 
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Well, your objective is ambiguous so Godot should work for you in most scenarios given the spec (don't do complex 3D scenes). If you are looking for a simpler stack then you can use raylib. That is, if you know programming principles.
 
Okay! This is a workable start. The kernel of every walking simulator is level design, and you can begin to greybox your ideas right now inside of any one of dozens of already developed games with available level editors. Further, you can also get a leg ahead by scrapbooking looks and environments -- even if you only want parts of them -- by screenshotting and taking photos from games or real places that tickle your imagination.
Minigames are more particular, but there's plenty than can be done without too many technical requirements if there are pre-existing systems that you can leverage. A rigidbody physics system, for instance, can do a lot of lifting.


Now, LSD: Dream Emulator is a curious touchstone for a project. Originally, it is a mostly handmade environment given dynamism through texture swapping and random placement of objects and the player. Contemporary tastes would ask for procedurally generated environments, objects, textures, music, etc. Playable procgen is a very tricky thing to do, though it is comparably very easy to generate lots of random numbers and attach those to things.

What's your technical capacity, anyways? You mentioned that you own several versions of RPG Maker -- have you made anything in those systems yet? Are you comfortable with scripting? Have you written C# (applicable to Unity and Godot)?

There's a fan-recreation of LSD in Unity that you could use as a starting point:
He offers an SDK which you could use to extend on that work, presuming that you want to build something that is basically LSD -- 90% of the engineering has already been done for you. Naturally, this binds you to learning Unity (2021), but also Lua since he doesn't expose the internals directly.
And, towards the thread query, LSDR runs just fine on my 2013 i5-4570R/Iris 5200.

Your system, while newer, benchmarks just above 50% of the CPU performance of mine (though about 70% in single threaded performance, which is probably more important). GPU performance is just about on par, which is the more critical spec.​

That said, you're on a 15watt laptop part with what I'd consider a comfortable minimum for RAM on modern systems (8GB). The Godot and Unity editors will run fine for you, and Unreal literally won't have space to install. Modern Blender will work, technically, but will explode the moment you try to change the viewport rendering engine -- I'll link 2.79 and 2.93 below, which will work on your machine. You can try with later versions of Blender (3.3 or 3.5, for instance), but it'll get risky the higher you go. I'll assume you're running windows.
I'm going to link some other tools that might be handy in your quest:
  • Spacescape. A skybox generator. Cannonically builds nighttime starry skies, but you can use this to also build some daytime looks. It exports as PNGs, if you want, so you can load them into a photoeditor and blend with other graphics.
  • Paint.NET. Probably the best free image editor on Windows, save for Krita and then GIMP -- both of which are magnitides more complex and artist-focused.
That said, Pyrite64 looks pretty interesting. But, it'll be a shame to build something that can't really be played native.

More thoughts later, though. Dogs are needing to be walked.
 
Embeth Davidtz Reaction GIF
 
Have you written C#
I've come to realize that that's a pretty damn important thing I forgot to mention.
No, I don't know C#, or any other programming language, for that matter.

It's one of the reasons why I want to make a hobby project to begin with, to learn the coding process.
I don't currently have any issues with scheduling so I wouldn't have much trouble studying C# (or GDscript) by myself.

Also, thank you for all those resources ;)
 
There's plenty of languages, pick the one that you understand easily. C# is a good start, I used that at my first job. Ultimately you'd want to study fundamentals and theory, then see which language aligns with the sort of logic you employ.

Some languages are stronger in some areas than others.
 
Unity has a lot of open-source projects and stackoverflow posts, so that offers a stepping-off point. However, if this is your first gamedev project, consider something wholly level design first -- minigames can come later. Drag and drop for now.

Unless there's a game you already know, I think the lowest barrier for entry is to find a template project which you can control (in play mode) and which has pre-existing doodads for you to move around. To prove this to myself, I've pulled a copy of Unity 6 and a template project -- nothing requiring a Unity account or login*.

For the record, this is just to get you moving things around and getting a feel for how things might work. Nothing in this implies a final product. It's just to get your toes wet.

I started from this project: https://github.com/nrsharip/unity-third-person

I've pre-converted it to Unity 6 to save you some message prompts, and added some extra assets (and prefabbed them, though they won't have colliders) for you to play with:
You can download a standalone Unity 6 editor here:

The entrypoint is called START HERE. Other scenes are under the Pure Poly folder.


There's something comparable for Godot: https://godotengine.org/asset-library/asset/2710


* It should be login free. Technically, I did log into a standalone Unity 5 install before starting Unity 6, but there's almost 10 years in between those releases and there's no reason why a Unity 5 personal license should implicitly extend over to 6, especially without Unity Hub getting in between.
 
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