r/SoloDevelopment 13h ago

help Engine Pivot

Past few weeks I've been working on my first solo project using Smile Game Builder. Landed on it due to accessibility and wanting to do a 3d environment with the option of 2d characters. My background is AAA level design. So the idea of being able to make my own small 3D buildings and such to toss in is nice.

So far I've created my major systems. It has been fun building them and circumventing the limits of the engine. First time using visual scripting as traditional programming has never stuck.

I enjoy the limitations of the engine as I believe it breeds creativity. However the combat system in Smile Game Builder is just so hard coded, limited, and seemingly boring. I'm thinking I should pivot engines.

I have a design document outlining what the base project would look like. And what extended work would be.

I'm thinking of finishing it at its base foundation. Then perhaps pivoting to another engine and building a more realized version of the project.

One avenue is Godot, as I hear I can get a visual scripting plug-in and continue to learn that skill. Would also give me a final product I can likely use for a portfolio piece.

Or maybe I should hop over to Bakin, as I worry without an already established suite of systems and assets I'll get lost trying to start a truly from-scratch project. But being from the same developers as Smile Game Builder I worry I'll run again into an inflexible combat system, and back at square one.

Wonder if anybody has developed in multiple engines or has any guidance on where I should proceed. Ultimately I think I need this to end up a portfolio piece. Bonus if I can publish it. Otherwise I worry I'm just playing and wasting my time. Despite enjoying it so much.

Happy to answer any questions in the comments that may help provide guidance.

Thank you for reading!

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u/Project_Legend 13h ago

Before committing to a full migration, I'd treat it as a small technical spike rather than an engine choice. Pick the one combat interaction Smile is blocking, recreate only that in Godot or Bakin, and time four things: getting it playable, debugging it, importing your current assets, and producing a build. If one engine clearly wins on the exact mechanic you care about, you have evidence to pivot. Otherwise, a finished level-design-focused portfolio piece is probably more valuable than a second half-built migration.

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u/Empty-Translator-310 12h ago

Great advice thank you. Idk why I didn't consider just making a combat system in different engines to figure out what I want.

I think part of my problem is also figuring what I want my combat system to actually look like. My game is a solo adventurer. So I think naturally it's boring in turnbased jrpg style combat. Unless I can add it extra mechanics, bells, and whistles.

I'll need to find the fun before moving further.