How do game Engines work?

I never understood how engines work. Do you have to put as much engine parts as possible and enable them? Or put the correct ones to a game? Example: Put as much Story parts to an Adventure game.

I have always put as much as possible.

For engines you just put anything that you might be using, then once you are creating a game, each engine part acts as a modifier for a slider depending on which phase you are on. So you should try to have as many engine parts as you can enabled on every slider, but DO NOT try to change the slider to fit more engine parts.

Still cant get it. Sometimes if I put too much it says 60% for example. What’s that?

the better game engine you have in your game the faster it will go but don’t forget to refuel it!

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Best way to think of it, as expanding the features in your games.

You will always want the largest items such as graphics and sound.
Then after that, it all depends on what genre’s you like making.

You should try to add as much as you can into 1 engine although it’s not always possible.
. Pro tip: don’t use all these new features on 1 game.

When you see 60% or any percentage, that means that, that portion won’t be complete. Which could give you a bad score because it’s not polished.
You will have to decide how many features you can or can’t use in each area.

The larger the game size (medium, large, AAA) the more features you can add to each part of your game.

So I can’t add every part because it will give a bad score? And; If Aiming for RPG games, should I add all parts related to Dialogues for example? and a few to A.I?

It isn’t necessarily by game type.

It all depends on where you are at in the game in regards to picking and choosing what items to put in your engine…

If you’re already at the final office, might as well get everything.

If aiming at RPG/Adventure type games, you should focus on dialouge engine parts a little more than A.I. (although there’s only 3 A.I. engine parts) and place them into your games.

As an analogy, think of making a drink with multiple indigence. If you add too much of 1 thing, it can be too sweet or too bitter and sometimes, you have to use less of 1 in order to make room for another and balance it out. Then you put the lime in the coconut and drink it all up.

In the game, you can only focus a certain amount of time on each part of the game. Which means that if you add too many items to 1 part, there may not be enough time for all these features to be added and polished, hence the 60%.

So you either have to sacrifice some features, or lower your time on the other 2 portions of the game.

Oh wow, I didn’t know about that.

The more you tell the more it seems i have questions about. Still thanks!

By the way, you’re telling me to avoid the xx% percentage? Or focus it to the most important features? example, focus Story 90%, on an RPG game

With my experience, you can get away with 90% but I rarely do that.

What I do mainly is make it so everything is at 100%. You just have to decide what to sacrifice.

Look at what features you actually use in the games you make, and think about what features you might want to use at some point. Making an engine with unused features is just wasting time and money, as each feature adds to engine development. Try to streamline your engines based on useful features.

Thanks guys!