After finally getting a grasp on the C# Language and the XNA Framework, I realize it may be beneficial to develop my own Game Engine to increase development time. I have experimented with other XNA Game Engines but I feel more comfortable with something I can build, manage and improve myself (instead of having to wait for an update).
This approach has many advantages. With an engine built in-house, I can completely customize it around my work flow, especially since I’m developing indie games by myself. This seems to be a successful solution for many Game Companies that have produce AAA Titles. Uncharted 2, Resident Evil 5, Street Fighter 4, and Tekken 6 are all examples of AAA games created with In-House Game Engines. These are also the type of genres I am interested in producing.
I understand that many developers want to use the Unreal Engine or CryEngine to make a commercial game, (Yes, I do too) but I don’t have funding to buy an engine priced above $750k. Besides, why would I use those engines to design an indie game I’m only selling for $5 that will be less than 150 megs?
However, being a programmer I can develop Tools and Methods that works similar to the Unreal Engine and CryEngine. I don’t have plans of distributing my in-house engine so I can design it to look and function like programs I am currently familiar with. As long my engine produces a playable game on windows and/or Xbox 360 that’s all that matters.
One of the great things about XNA is many developers have done most of the complicated programming for me, such as physics, AI, etc.; all I have to do is integrate those things and my own tools into one pipeline.
Later this week I will post features I plan to integrate into my engine.
Note: I will still be using Sunburn as my primary Rendering Engine, this tool is a must buy for xna indie developers.