Yeah right now it's just a hull designer. When I first released it people bought it without reading the early access description and then got mad at me because it's just a hull designer AND in early access. This is the third time I had to start over from scratch. This build's a keeper though. I did start out using connection nodes like in the GalCiv2 and GalCiv3 ship builders BUT I decided I wanted to make it way more simple and give the player absolute freedom in placing pieces. So there are now zero connection nodes and the player can move the piece position and set the rotation before placing it. I also coded horizontal and vertical mirrors which greatly speed up the ship design process if the player wants to use them. The player can also easily import their own models to use as ship parts. Just place the 3d model and a png file(to represent the custom part in the GUI) where specified in the Mod folder and follow the naming rules. Everything is automatically imported in on game startup.
Currently my hull designer looks great on the screen but when the model is exported to the players hard drive some of the faces are flipped! I changed the code for the mirroring of ship part placement and that was a nasty side effect. Part of my Tie Fighter was inside out I spent yesterday and this morning squishing that bug. In the latest build that's no longer a problem and later today the latest build will be uploaded onto STEAM.
I'm making two games, one a space sim where players can trade, fight, build, and manage what they own. The other game will be a 4X space strategy game. The hull designer will be in both of them. The early access game on STEAM right now is for the space sim.
I'm using Unity. A lot of game engines can do the same thing. Unity does do a lot of things for developers other engines don't so you can focus on making your game/sim/app instead of garbage collecting or optimization. Which is why it's so easy for anyone to make anything with Unity. But if you know how to program you can use anything. For example; anything made with Unity can be made with 3D Game Studio, an old engine but developers are still using it to release games on STEAM. Developers would need to do more work and spend more time with 3D Game Studio to achieve the same results. Plus Unity has a lot of ready made functions developers can use. A lot of the other engines developers would need to program their own functions in. But that's changing. The Unreal engine appears to be trying to follow Unity's example with that and in the Unreal engine community. C++ is a very powerful language! It's better than C# but C# is great and a good language to know. Godot is a good engine too and a great alternative to Game Maker Studio series. But sometimes when they make everything very easy for beginners it's hard for software engineers to step in and just code something. The beginner friendliness gets in the way.