If the licensing allows for it I’m fine.
Programming is like 10% of a game. The world building and UX is the juice.
Anybody can make Lord of the Rings, but there's only one.
We are very quickly going to see the reality: games are made by programmers. Everyone else who has spent decades comfortably riding on the programmers backs is being replaced by AI. This includes the artists, the junior programmers, the testers, all of them. The future isn't bloated teams, it's going to be just one lone genius (or a small group of programming geniuses banding together) and his magnum opus across the board.
Good luck with your idea tho
I vouched for you
My first piece of advice is: Pick one mechanic or idea, and ship it all the way to a player (a friend) to see if it's legible or fun.
Are you building a single player or multiplayer game?
"Don't be snarky."
"Please don't sneer, including at the rest of the community." It's reliably a marker of bad comments and worse threads.
You could make a bullet hell game engine as a project in an intro CS course.
The hard part is the content in the game, and ZUN was already a composer. That just leaves the code which is easy, and the bullet patterns, which ZUN clearly improved at through his earlier games. (and the art, which is famously bad though endearing)
That very much depends on how much they did themselves. If they used unity, and went very light on the simulation, sure.
> You could make a bullet hell game engine as a project in an intro CS course.
No you couldn’t. Well you could but it wouldn’t be appropriate for actual beginners unless you stripped it down so much that calling it an engine was meaningless.
You definitely can. One of the assignments in the CS intro course I took was a bullet hell game. "calling it an engine was meaningless" is an opinion that requires ignoring the fundamentals of what a game engine is.
Let me ask you this. What were the parameters of your assignment? What libraries were you allowed to use.
But ZUN started on the PC-98.
To put that platform in a western context, imagine if IBM had gone with planar graphics for VGA. Or an Amiga with no coprocessors, sprites, or scrolling[0]. You have a lot of pixels to fill and no help to do it with. It can't even run DooM[1]. Most other developers threw their hands up and shipped RPGs, erotic visual novels, or porn. Getting a fast action game running on PC-98 is a genuine accomplishment.
[0] I am aware that I just described a compact Macintosh.