Seems like you've built in some really specific things (from the README);
- Weapon system (melee & projectile)
- Shops
- Client-side predicted projectile + unit movement
- ETC
Why did you decide to bake those into the engine instead of "copyable" plug-ins? Of course lots of games dont need these things - is this a game engine? or is this a FPS/RPG/Else game engine?
I dont hate on tech, but im still left asking "why"? What's it for? Why would I use this over "Three.js" and my own server? :) (I ask only to get your take)
Thanks for the question. We consciously decided to make our engine more opinionated compared to other modular alternatives, because we want to be extremely fast at developing 2D multiplayer games. For example, I made a simple MMORPG in 2 hours (https://www.youtube.com/watch?v=GZVsxkALR5U).
I believe that there's an inverse correlation between ease-of-use and level-of-customization. We chose the former to address the gap between casual game devs and multiplayer games which are known to be difficult to build.
Seems like you've built in some really specific things (from the README);
- Weapon system (melee & projectile)
- Shops
- Client-side predicted projectile + unit movement
- ETC
Why did you decide to bake those into the engine instead of "copyable" plug-ins? Of course lots of games dont need these things - is this a game engine? or is this a FPS/RPG/Else game engine?
I dont hate on tech, but im still left asking "why"? What's it for? Why would I use this over "Three.js" and my own server? :) (I ask only to get your take)