>>40774>Unreal>Unity>Godot>Cocos>etc.Game Builder Garage on Switch allows me to click together polygonal worlds and it's flexible enough for puzzlers, platformers, racers, whatever. In terms of graphics and sound customizing it got very few choices though. I'm making a 3D-platformer level with N64 complexity.
The software doesn't directly provide higher concepts like pathfinding, but my level's architecture is mostly static, so putting some invisible sensors and triggers into the environment works well enough. Sadly there seems to be no special view mode for revealing invisible sensor stuff while playtesting, instead I have to go into edit mode and manually turn a sensor's visibility on or off.
There is a big tutorial that suggests setting sensors to react to the player character, and that's what I got atm; but I'm thinking about making the sensors instead react to an invisible object around the player that gets bigger when you do noisy actions.
I initially thought it would be elegant to have some
logical if-then relations realized directly through
physics… But object interactions play out differently on repeated runs (and no, it's not due to variability in user input, I have made sure of that). The physics are so jank that I don't even trust the physics to implement the physics :/ Now I have to use logical fallback solutions to potential physics fuckups: If I wish a big rolling ball to stop in some place after X seconds, I will make sure of that by deleting the ball wherever it may be and teleporting instantly a replica ball into that place.
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