"I wish I could do more than keep an eye on you, but I have agreed to abide by certain... restrictions." - G-Man
Concept: McCall
Artist: DeRyuuter (https://t.co/af6WU2ltGp)
#HalfLife#東方Project
One thing I've noticed after hanging around the Source modding community for a while...
Discussions about engine choice can sometimes feel a bit gatekeep-y.
And honestly, I get it.
If someone wants to build a commercial game or a brand new IP, recommending Unreal, Unity, or Godot is completely reasonable.
But not everyone is trying to build the same thing.
Some people use Source because they genuinely enjoy Source.
Some enjoy Hammer.
Some love Valve's level design philosophy.
Some simply want to build something that feels like Half-Life.
That doesn't automatically mean they don't know modern engines exist.
In my case, I could've started Lambda Core in Unreal.
I thought about it.
But after actually spending time building maps in Mapbase, I realized I wasn't chasing the newest engine.
I was chasing the feeling that made me fall in love with Half-Life in the first place.
Source definitely has limitations.
It's old.
Sometimes it's frustrating.
Sometimes it makes you question your life choices. 😅
But that's also part of why I enjoy working with it.
I guess what I'm trying to say is...
Before asking "Why aren't you using Unreal?" or "Why not Engine X?",
maybe ask:
"What kind of experience are you trying to create?"
I think that question leads to a much more interesting conversation.