The first thing was obviously to choose the game engine. My idea is to create an engine that I can reuse later on to make my own monster-collecting games (not tied to Pokémon). When I master 2D I might consider learning 3D later. I started in 2D to avoid having to learn all about 3D which seems more complex to me than using sprites in 2 dimensions. I wanted to start game development making something that I already know well and that I’d love making: that’s right, I wanted to remake a Pokémon game, in my case Gameboy Color’s classic Gold and Silver. In fact, my nickname is based on the franchise. I always loved Pokémon since I was a child. Said that, let’s begin talking about the game I was trying to develop and about the pros/cons I have found in every engine I tried to develop it with. This article comes from from a gamedev beginner's perspective who is also a full-time Senior Software Engineer with more than 10 years of experience. In this article I am always talking from my experience and probably many of the mentioned engines here may fit better for your games than others, but it doesn’t necessarily have to match my preferences. What's the best engine? nothing in the internet will provide you the right answer: it depends on the kind of game you want to make, your experience as a programmer and what engine you feel more comfortable with. I can say I have touched all of them for a while, not very deep, but deep enough to realize which one was a best fit for me and the kind of games I want to do: 2D, sprite-based, grid-based movement (like a classic RPG). That’s a process that has taken me almost 4 years of basic experience with engines like Melon JS, Unity, LÖVE, Game Maker Studio and now Godot. If you want to start game development it’s not always easy to decide which engine fits best your needs. Which engine to choose? Here is my experience with all of them when trying to recreate a familiar retro game that we all know. This is a guide for programmers and for beginners.
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