The Blender Game Engine is a component of Blender, a free and open-source comprehensive 3D production suite, used for making real-time interactive content. The game engine was written from scratch in C++ as a mostly independent component, and includes support for features such as Python scripting and OpenAL 3D sound.

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About Questverse Dark Version with 5 comments by Tsukigames on Oct 27th, 2014

28/10/14 > A Third Vote Option was added
02/11/14 > Questionnaire finished

That was a long delay wasn't it?

This year surely was a busy one, with many airplane travels back and forth between states at my home country(due to already explained reasons), a permanent change to another country state and the concrete possibility for me traveling to Japan next year for 2 years study.

That was good, as it became evident to me which the longer this project takes to come out the greater is the possibility of it facing unforeseen delays caused by real life which in turn can lead to its failure, so I returned to development in October and already cut another game feature to speed up development and increase the quality of the remaining features.

You cut what?

I think you remember the game was supposed to have full time first person view during exploration(check its latest trailer), the thing is which by planning ahead I realized doing the characters(friends or foes) in 2.5D for a 3d first person world would spend a lot of time, as 2.5D is not natural to a 3D world, for example, I would have to create 3 different animated arts(front, back and side) for each being, in details as the camera would be close to the characters, and I would need to manually imagine the perspective applied to the characters animations, otherwise they would look flat compared to the 3d surroundings which have automatic perspective.

The only fix for that would be 3D characters, but that was already cut as seen in the past, the reason I think a lot before cutting something is to ensure it was the best option, because I'm never going back on it. So the current list of cut content is:

Current list of Cut Content

So what will you do?

I already did, I saw which an isometric view, like the one already used at the game editor, would fit well for my objective(after a couple of tries), so I also used it for the game main view type. It hurt me to let go of first person as main view type, but it will still be used anyway for conversations and other tasks in the game, so Questverse ended up currently as a first person/isometric "secret government hybrid".

New view styles for Questverse

Now, for the game exploration I propose two kinds of interface, type A and type B(and now type C), I will explain their strong and weak points, and you will help me decide through your vote which one is best.

Type A concept:

Game menu Proposal 1Game menu Proposal 1 - 2
Game menu Proposal 1 - 3

This one is composed of a permanent menu to the left, with an animated portrait of the protagonist which will reflect a given action of your alter ego at a given moment(or conditions such as tired), an universal button in the middle, which takes to the character management menu, and a box for descriptions. The game itself will stay at the right side.

Game menu Proposal 1 - Explanation

It is unknown if the portrait to the left will interfere with the game view to the right or will actually help in game immersion, it do will save me the need to work at some animations for the character miniature version(chibi), since its portrait will do most of them instead, thus in greater detail.

Type B Concept:

Game menu proposal 2Game menu Proposal 2 - 1
Game menu Proposal 2 - 2

This one is quite clean, it allows for the character to be centered in the screen and may help in game immersion, as only the game cursor and the universal button to the top right appear. The universal button will have the same function as Type A.

It may be considered too minimalist though, you will not get a zoomed in, animated view of your character(portrait) while exploring, and I will have to instead animate more the miniature of your character.

Type C Concept:

This one combines Type A and B as a middle ground. You get the centered menu-less view with just a button, and also your character animated portrait, but the portrait will not show if you're not doing any action worthy of notification, for conditions(poison, tired, etc) it will show and disappear at regular intervals.

The risk of you getting bored of looking to the portrait or it interfering with your view of the game world itself is reduced.

Help me Choose

So I prepared a Survey Monkey Questionnaire where you will help me choose the game menu style for this new view type the game will have to use. Since what I presented are just concepts, you can expect for the chosen idea to become better in size, layout, colors and so on; also, try to image the portrait animation I mentioned, as I cannot present them yet.

Questionnaire finished


I have been receiving since the game came to indiedb the proposal of various music artists to work on it, since nowadays I just want to finish this project as soon as possible, the best I can, I will no longer do the game musics, instead I will hire one, saving me time which will be used in the rest of the project. That will not destroy my "Lone Wolf game developer" reputation, as I still will develop all the rest.

I'm inclined to hire the music artist Garoad, it does not means the others who contacted me are bad, they will perform good at a game with other style, I'm looking to Garoad because he is specialized in cyberpunk yet ethereal music, that is what he loves to do, and my game indeed is not only futuristic but ethereal too.

Now I will give you the links to the work of them:

Garoad >

Michael(Varied) >

Kivao(Orchestred) >

Justin(electric/rock) >

In case you contacted me and I forgot to put you above, let me know; I received up to now a couple of work requests not only for music, but translation and so on, so I do not remember all of them.


So, I would like to confirm with you which the Questverse Project do will eventually be finished, it is a life goal of mine, it cannot be stopped until then(that do sounded cool). I will do what is necessary to finish it, like cutting previously planned features, I hope which the game idea still fits your tastes, and I'm glad to still have you watching the project.


Thanks for your visit space adventurer! If you liked this project you can help make it happen by:

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Post comment Comments  (10 - 20 of 36)
Tason Jan 3 2012, 1:44pm says:

This may sound stupid, I know, but do games require engines to work????

+3 votes     reply to comment
SolarLune Jan 7 2012, 1:03pm replied:

What do you mean? Game engines usually provide and handle features that you would have to make yourself. For example, the Blender Game Engine handles displaying objects, physics, and scene loading and unloading itself, so you don't have to worry about it.

Games don't require engines to work, though. You could make a game without a pre-made engine (just some frameworks for drawing things and taking input, for example).

So to answer your question, no, games don't require engines to work. However, most games are powered by game engines - you've seen the "Powered by Unreal" screen when you start up some games, right? The Unreal Engine is a game engine - it 'enables' the game. Also, engines don't have to be 3D - Game Maker and StencylWorks can also be considered game engines.

+6 votes     reply to comment
DJDnB May 1 2012, 12:07pm replied:

meh??? engines are not required to make games??? I've always thought engines are what games are made with... If there's no engine, how are the physics, lighting, etc. emulated?? I'm confused =S

+3 votes     reply to comment
SolarLune May 4 2012, 1:25am replied:

What I meant was that you could make a game without a pre-made engine to handle the physics, lighting, drawing, input, and sound. Commercial engines are generally easier to use than writing a game 'from scratch'.

If you were to use a framework, like SDL or OpenGL and Bullet, then you wouldn't have to worry about low-level code (handling audio or manually dealing with 3D or physics). Frameworks don't usually have all of the features of a full game engine, but rather have only some of them, and usually require at least some coding to work with. There are also frameworks that, while requiring coding to work with, have many or even all of the features necessary to make games, like PyGame or FlashPunk, but aren't fully featured game engines like Unity or the BGE.

Engines (other than custom-written ones), on the other hand, are usually pre-made to run out of the box. Examples are UDK, Unity, RPG Maker, Game Maker, and the Blender Game Engine.

+5 votes     reply to comment
DJDnB May 6 2012, 10:42am replied:

aaaahhhhh, I didn't know that when using the word 'engine' it refers to a pre-made kind of software, hmmm... interesting, you seem to know a lot! (and thanks btw)

+2 votes     reply to comment
Urfoex Nov 29 2011, 5:04pm says:

Would be nice to have a BGE group @Desura , just like Unity / UDK / Cry DevGroups.

+3 votes     reply to comment
SolarLune Jan 7 2012, 12:58pm replied:

Agreed. That would be nice to have.

+2 votes     reply to comment
bassetfilms Mar 14 2011, 2:46pm says:

Hi I'm wondering if you are aloud to sell indie games you make with this
engine. Please respond as soon as you can.

+3 votes     reply to comment
TheDiddyHop Mar 14 2011, 4:45pm replied:

Thats something i want to know too!!! someone answer!!! please

+3 votes     reply to comment
SolarLune Mar 17 2011, 5:33pm replied:

Yes, you certainly can. The only possible problem is that the BlenderPlayer (the executable) is GPL licensed, meaning that if you bind your game in with the player, then your game would also become GPL licensed. You can surpass this by simply keeping your game file external from the executable and loading it at runtime via a simple logic brick, or by using an encrypted alternative, like the BPPlayer.

+4 votes     reply to comment
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Highest Rated (3 agree) 10/10

One Awesome piece of software, I just wish they would have kept the dual licensing for the game engine.

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