YodaYoda Binks wrote: "So, the amount of power Unreal needs is rather ridiculous. It is a great engine, but way overkill for my game. It's the same conclusion I came to a few months ago, I only tried it again because they updated the engine and they did fix a bunch of stuff, but there's still no denying that Unreal is a memory hog!
Soo... AppGameKit has 3D animation commands now, so I could try building my own engine with it. I could create the basic level editor that would allow me to design the levels (no way! ), and use Blender to design the assets and animate them. The game will be mostly first-person so that would be relatively easy to code.
Yes, I think I shall attempt to make my own engine with AppGameKit! And that way I can more easily control what's going on in the background, and make it look even more like an N64-style game. "
You sound like you've run into the dilemma I was in a while ago. "Oh, what the devil do I program in?" trying all sorts of stuff, plus points and negative points all around and the wealth of choice. I have since settled on making C# the main language I code in and then try to fit around that. I am not sure that I can objectively encapsulate how great C# is...okay, that was a bad OOP joke, I'll admit, but then I am on classy indi...okay, I will stop, I am sure you could do with brea...nevermind. I'll return to my dark corner of the room. All right, one more, "gurl, I couldn't even OOP a body like that, because I don't believe in objectifying women."
But AppGameKit is perhaps worth it. You've got plenty of DB experience, whilst it is not the same, there are similarities enough for you to get started and rolling with the language. One of the reasons I didn't try out UDK myself is because I thought it'd be a weeeee bit overkill.