HOW HAS THE DEVELOPMENT JOURNEY BEEN AND WHICH GAME ENGINE DID YOU CHOOSE AND WHY?
Wizwag is being written in the Nim programming language, using SDL2, OpenAL,and a collection of other small libraries like nimPNG. I have used (and liked!)many game engines and frameworks, but my preferred style of development is "codecentered," and using an off the shelf engine for anything larger than a jam gameusually saps my morale.
When I use a game engine someone else wrote, I have to contort every problem Iwant to solve into the engine author's psychological and architecturalframework, and this can be difficult and tiresome for me, so I tend to prefersmall libraries or scaffold-style frameworks that offer more freedom and requireless complexity to use.
Wizwag's development is unusual! By 2015, I had tinkered a lot with games,and I had strong opinions about game design, especially with regards to gamefeeland polish. At the time, I had three jobs and a bevy of CS courses at university,and I was flaming out fast.
Wizwag was my outlet, an escape from everything else on my plate, sometimesto the neglect of my other responsibilities and commitments. This game was thewhipped cream straight from the can in an existence otherwise replete withmiserable, oppresive vegetable eating.
Prior to the present iteration of Wizwag, I made several other Zelda-inspiredprototypes, and many prototypes in other genres, too. For a long time, I justdidn't have the skills I needed to finish something, or make it good, but Ilearned a lot on those projects nonetheless. I owe my day job a lot forteaching me how to prioritize, manage my time well, and ship.
Wizwag's initial prototype was written in C and Lua from scratch, withWindows API and XInput for input, and GDI to flip the framebuffer to the screen.Since then, there have been versions of the game in HaxeFlixel, C++, MoonScript,and Godot.
Artwork for this game, created in 2015, has been used for test graphics in everyproject I've made since that time, and much of that artwork survives in today'sbuild.
The current version of Wizwag, which will be the final one (or so help me),has been in development off and on for about two years, in my spare time. Atthe time of writing, the codebase sits around thirty thousand lines of code,and will likely reach a size closer to seventy thousand lines by launch.
"This is going to be the one!"