is Love2D suitable for a serious game?

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sunsflower
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is Love2D suitable for a serious game?

Post by sunsflower »

I wonder can I make a game not just for fun but with many many contents to render with love2d? will it be slow for that purpose?
thanks!
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ivan
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Re: is Love2D suitable for a serious game?

Post by ivan »

First of all, 'serious game' means something different and has nothing to do with your question.
As for drawing a lot of things on the screen - most 2D games don't render that many things at once. So it's not a question of having 'many contents' but being clever about how you partition and update the content.
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shakesoda
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Re: is Love2D suitable for a serious game?

Post by shakesoda »

yes
excessive ❤ moé (LÖVE3D, CPML, ...). holo on IRC.
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SiENcE
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Re: is Love2D suitable for a serious game?

Post by SiENcE »

@sunsflower It depends. What is your aim?

First of all, löve in an engine. It's not a Toolset to create games. You have todo everything on your own. If you want to focus 100% on the game and want to set on existing proofed tools, you better go with unity or unreal. With tools I mean for example a soundtool integration like WWise, a proofed Particle Editor...integrated Texture Atlas Tools, integrated Debugger, Logging, Worldeditor aso.

If you want a pure engine where you need to solve this by yourself...go with löve. The Engine itself is very robust and suits most needs. Sadly it's hard for new people to find fitting libraries and tools are often outdated. The documentation wiki is good (after you understand the versioning ;-). The only thing that it lacks is a good OpenAL 3d sound documentation.
sunsflower
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Re: is Love2D suitable for a serious game?

Post by sunsflower »

@SiENcE yeah, love is exactly what I need since I have written a gui library to build some tools. And it's really nice. thanks!
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Sulunia
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Re: is Love2D suitable for a serious game?

Post by Sulunia »

Crytek Cryengine License wrote:1.10. “Serious Games”, i.e. ‘games’ which are not developed for the sole purpose of entertainment but for purposes training, simulation, science, architecture etc.
By crytek's eyes, yes, you can! It's almost the same as any other game. according to this.

Shitposting aside, why not? I consider Move or Die a "serious" game and yet, it was made on Love2D.
Don't check my github! It contains thousands of lines of spaghetti code in many different languages cool software! :neko:
https://github.com/Sulunia
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zorg
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Re: is Love2D suitable for a serious game?

Post by zorg »

Sulunia wrote:I consider Move or Die a "serious" game and yet, it was made on Love2D.
i consider mari0, not pacman, not tetris to be "serious" in that their "original" versions (i'm being a bit liberal with the meaning of the phrase 'original version" though) were commercially released (more than once) and were available to a large audience, whether targeted or not, so anything building off of them usually retains the feeling of a serious game.*
*Except for what EA did to tetris, but that was more of a programming disaster than with the design.

That said, if you have the patience, you can code mostly anything with löve, and if you're willing to work a bit more if you found something missing from it, you can either find it as an already existing library, or if what you seek is really arcane, you can take advantage of the fact that LÖVE uses luaJIT, so it has the FFI interface, meaning you can use C-like datatypes with your games, for optimizations, or call into C-side stuff. (Though this is really aimed at the more "expert" end of the userbase, in my opinion)

Most games ever released on any platform in the past were more limited in terms of memory and processing power (and even sound and visuals), but people were smart (or lucky, usually a mixture of both) and they coded around the limitations, whenever they could. Today, both memory and power are ambudantly enough for most applications, and should certainly be enough for the games one would make with LÖVE... again, in my opinion.
Me and my stuff :3True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
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ivan
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Re: is Love2D suitable for a serious game?

Post by ivan »

Typically "serious game" refers to a simulation where to objective is to learn how something works in real life: like flying a plane or driving a car.
Some people claim that Sim City, Democracy or Facade could be considered "serious games" too so the definition is not very concrete.
However, note that "serious" has nothing to do with how sophisticated the actual game may be.
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s-ol
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Re: is Love2D suitable for a serious game?

Post by s-ol »

Sulunia wrote:
Crytek Cryengine License wrote:1.10. “Serious Games”, i.e. ‘games’ which are not developed for the sole purpose of entertainment but for purposes training, simulation, science, architecture etc.
By crytek's eyes, yes, you can! It's almost the same as any other game. according to this.

Shitposting aside, why not? I consider Move or Die a "serious" game and yet, it was made on Love2D.
Cryteks eyes? Like ivan also said, it's a well-established gamedesign term.

s-ol.nu /blog  -  p.s-ol.be /st8.lua  -  g.s-ol.be /gtglg /curcur

Code: Select all

print( type(love) )
if false then
  baby:hurt(me)
end
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Sulunia
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Re: is Love2D suitable for a serious game?

Post by Sulunia »

s-ol wrote:
Sulunia wrote:
Crytek Cryengine License wrote:1.10. “Serious Games”, i.e. ‘games’ which are not developed for the sole purpose of entertainment but for purposes training, simulation, science, architecture etc.
By crytek's eyes, yes, you can! It's almost the same as any other game. according to this.

Shitposting aside, why not? I consider Move or Die a "serious" game and yet, it was made on Love2D.
Cryteks eyes? Like ivan also said, it's a well-established gamedesign term.
Being stupid has it's advantges, such as laughing off such things you see. Pardon me either way.

Also mentioned it was a shitpost
Don't check my github! It contains thousands of lines of spaghetti code in many different languages cool software! :neko:
https://github.com/Sulunia
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