Comment on Anon is chasing an old high
Sanctus@lemmy.world 1 week agoYes they absolutely do provide input detection
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.8/manual/index.html
https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine
https://docs.godotengine.org/en/4.0/tutorials/inputs/index.html
Using these in conjunction with their physics or even just their built in systems for positions gives games a certain feel.
sugar_in_your_tea@sh.itjust.works 1 week ago
Input detection, sure, but even “no engine” games use standard input detection libraries, like SDL. I’m guessing the games you listed likely use the same library for that, and the behavior is probably identical to what Unreal, Godot, and Unity do. There’s pretty much no “feel” here.
I’ve built games, I’m pretty familiar with what they offer here. Input detection just abstracts over hardware differences, so you can check if they pressed “A” instead of knowing that’s “controller button 7” or whatever. Most games will still interpret that manually (e.g. if “A” is “jump,” apply X force upward for the physics system).
Physics is highly tuned by the developer, regardless of what abstraction they use, especially for simpler games where physics isn’t really a thing (e.g. older FF games just had simple object detection). You can achieve pretty much any feel you want with any of the standard physics engines, especially for simpler interactions like platforming.
There’s no reason I couldn’t build a convincing reimplementation of FF or Secret of Mana in Godot, Unreal, or Unity. Generally speaking, that’s not the goal.
Sanctus@lemmy.world 1 week ago
You could, but my point is that it is easy to just slap things together using those engines, which usually results in similar feeling, low quality mechanics. Its easy to just use Input.GetAxis and apply some force for an asteroids clone, but now it doesnt feel unique. Thats what I’m trying to say. You dont have to use these, and you can make unique experiences with them. But the ease of access will also increase the amount of low to mid quality games out there, leading to people getting this feeling.
sugar_in_your_tea@sh.itjust.works 1 week ago
Sure, and crappy games existed when FF and others were made.
My point is that good games based on engines exist with a variety of art styles and whatnot. A lot of crappy games also exist, because the barrier to making games is much lower these days. The engine isn’t the problem, the devs are.
Sanctus@lemmy.world 1 week ago
Agree to disagree I guess. The engines opened the flood gates, before bad games were news worthy. Now they’re the norm.