@Anthony Ahh good questions so let me try to cover this as in dept as I can to show you the logic behind using Paradox vs something else.
First off here is a list of engine now this is not all of them but it will get this ideology started. List of Game Engine
So what it really comes down to is control of our project. Lets start with Unity as it is one of the leading ones. Unity is great and has all the functionality you could want in a game engine at the level our team is plus some. IMO the down fall comes from this page here the free version has limits to it as it should but when these limits are surpassed then we run into this monthly fee of $75 a month and we have to purchase all the add on to the other platform we want as well for additional cost. Below I have passed their context for this $75 dollar a month fee
- A subscription runs for a minimum of 12 months and is available via the Online Store.
- There is a limit of 3 subscription plans per customer account.
- You do not own the Unity Pro license. If you choose to end your subscription after 12 months, your Unity Pro license will revert to the free version of Unity.
- A subscription to Unity Pro costs $75/month. Each Pro add-on also costs $75/month.
- Everyone can subscribe. If you are already a customer, you can start a separate subscription plan alongside your perpetual license.
- You own any content that you create with a Unity Pro subscription.
- You are committed to paying all monthly payments in a 12 month plan.
Now with that being said I could buy the $1500 for the unity and then another $1500 once for iOS and again for Android. The issue with this is by the time we publish our game... The game engine will have updated to a newer version... Then we have to buy another copy and that copy is the same way technology will never stay still and the cycle repeats.
With this being said this automatically removes a lot of them from our selection list. Some of these game engine have subscription based pricing which I try to stay far far away from.
So now outside of cost reasons lets cover a few deals with the engines themselves and why they are eliminated.
- No support for 3d
- No API support just a designer
- API only support with no designer (Game Designer Reason)
- No support for C#.NET and I prefer the engine to be written in C#.NET not using scripting abilities like Unity does for C#
- A cost that is less then $2000 for a license for the whole team and not just one or two developers. I spend enough on monthly cost as it is and we don't want re-accruing fees if it can be helped.
- A Non-Dead Project paradox release new updates all the time
- An option for source code should we ever want to go that route
- Documentation, Documentation, Documentation.... Paid support help if needed.
- Cross platform so we can develop on what we want
- Current technologies Paradox uses Direct-X 11 which you really can not beat it with anything else... XNA/Monogames etc etc
So as an added bonus to Paradox the source code is on git hub
Off the top of my head this is why. I hope I answered your question.
James Fleming FacebookDiscord