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the inefficiency of the engine, that is a new issue.
, I thought that was the main issue tongue (okay maybe the tools are...). Still if you don't go for huge amount of polygons and the most advanced shaders, you can still get good results. That's why I agree with this -> "I personally think building a FPS-Shooter with 3dgs is foolish." cause many commercial fps's require high poly models and good shaders to look good (cause of the close camera). Low poly models are easier to get right.

I would say that target audiences for professional/commercial games mainly are audiences that want: creative games (puzzle games etc.), 2d games?, simulation games (not the city ones), rpg (with isometric or top-down/zoomed out camera), possible rts (if you are good with ai), turnbased, arcade games (remake of classics etc.). Perhaps space games too cause they tend to have less props/objects and so are less heavy?

Last edited by Reconnoiter; 04/06/15 18:04.