Manu Video Game Maker is a new game engine that was just made available in alpha form on https://manu.co/. The engine is 3D game engine that is currently optimized towards platformer games (this will change in time) that requires no coding, instead using a combination of triggers and animations.
More details from the Manu developers:
What are the release date and terms?
- The alpha will be available since March 31 (from our website via email delivery, no Steam or any public store for now)
- The alpha is free for everyone, monetization plans will be announced later (maybe months later, when we will reach the beta)
- For now, we are free and will heavily rely on users feedback to properly focus our development plans
- The editor works on Windows and macOS (Windows 7 works, but Windows 10 is much more stable for it), Linux is not supported (no ETA)
- The lowest possible specs we’ve tied was Intel Atom Z8750 micro-PC (GPD Win) and 8 YO MacBook pro with discrete GPU.
- The optimal specs to have stable and comfortable 3D-development is kind from NVIDIA 1050+. Bigger is better, we have RTX 2060 and 2080)
- You can check FPS and other details by clicking MANU icon in the app > View > Statistics (works in both edit mode and game mode)
Is it only for casual games with low-poly? NO!
- You can import any valid FBX, OBJ or DAE file (for now, better to use it without skinning and bones, will be supported later)
- Textures may be selected automatically… if they don’t just select the model, check the top-right tab, find Materials settings and add your textures.
- JPG and PNG textures are supported, in addition to some predefined shaders we support MatCaps (to make funky, but optimized metals, etc)
- Normal Maps are supported, AO, Glossiness, Emission: check the Shader Tab to select complex shaders with all the maps.
- The lighting is based on the SKY, SUN, lamps and emissive materials (you can use general value for the whole object or emissive map)
What are the languages?
- The engine is developed with C++, C# and QT framework, the graphical API right now is OpenGL 3.3, because of its wide support among software and hardware platforms, but we consider the upgrade for something new, that will support PBR and other stuff. No ETA, but we know what’s fresh on the market.
- No scripting language and everything is planned as No-Code engine without any usual programming on the user-side.
What will be the day-0 version, what are limitations?
- To focus the first test on the core features (triggers and animations), we’ve skipped many things, RLY MANY THINGS
- There’s no UI editor or Level-Map editor (even they were available on macOS year ago)
- On the first day, there is only one basic character (but we can add our own by our tools and we will add this feature ASAP)
- You can animate a limited amount of values, and there are no custom parameters (aka variables) YET, since no UI to use them with
- You can’t publish a game right now (or even export it), but you can share MANU projects with the community (projects are cross-platform as well)
- And, since there are no publishing tools at the moment, there’s are no monetization tools right now (ADs and in-apps planned later on)
You can see Manu in action in the video below.