@7
One thing that people forget about the GMA games generation of developers is that they had Visual basic in an era where programming was actually very accessible. CLI was still in vogue and you didn't fight IDEs all the time. Indeed, there were Jaws scripts for pre-VS 2008 for making forms that didn't have overlapping controls. As far as I can tell it's not actually nostalgia, it was actually that programming used to be more accessible from a completely literal does-the-screen-reader-work perspective. When I got my start in the mid 2000s, 75% or more of the tools I tried were accessible to some extent. It might take using the Jaws cursor, but chances were insert-IDE-here would work, and that was in my newbie screen reader learning period. It was before we lost accessible by default. Eclipse kind of hung on and is still around, and now we have VSCode, but after 2010 or so at the latest, there was a very long period of basically no accessible tooling, and the thing about tooling is that the tooling encodes a bunch of knowledge in it (where does the compiler live, how does the debugger work, etc).
Linux was never a problem, but then audiogames aren't ever really for Linux, and windows dev is much more of a headache than it was once upon a time if you're sighted, let alone if you're blind.
But that's not even the biggest thing. The biggest thing was DirectSound combined with VB6. DirectSound also never got a replacement. And this kind of sounds like I'm making a "yay! Synthizer!" point or something, but that's not it. If you put Visual Basic 6 and DirectSound together, you had the sighted equivalent of BGT. You didn't have to hunt, the manuals and learning resources were all there, indeed one of the reasons that certain parts of Windows suck at threads is supposedly that MS thought threading would be too complicated for VB6 people so they put a bunch of implicit stuff into Windows that they had to go back on later. The world was just dropping opportunity after opportunity to learn it at you. Almost everyone who had an even halfway decent sound card was Creative so the world also made all the audio stuff that people dream about trivial, you had to go out of your way not to have HRTF and amazing reverb, it was there and it was on minus something like 20 extra lines of code to configure it in C++, probably less in VB.
Plus DirectSound and all the related tooling were still in the era when you coded for them. Modern replacements to all of that, even the Microsoft ones that aren't full-featured engines, they start at "And now load the asset manager workbench and open the asset management options dialog. From here, follow these 5 steps and set these 3 options, and then you go over to this stub file and" and half the steps of that will be accessible. If you're lucky, but you usually aren't, and because you're blind if you are it's literally slower than just typing a line of code, or editing a text file and reloading the entire app.
Money is certainly a big part of it. But consider what it was probably like for i.e. David Greenwood, the author of Shades of Doom. Wake up one day and Microsoft has announced that sorry, we're killing 95% of the audio quality of DirectX even for already-compiled apps. Nothing to be done. Wake up another day a year or two later and sorry no more VB6, you already couldn't use it because we don't update the bindings and things anymore, but haha now we're not distributing it with Windows (SOD is VB6 as far as I know, if it's not the point stands). I'd have left too. Being told that 1, you have to start over from scratch and 2, no matter what there is nothing, nothing you can do to equal the quality of XP...demoralizing isn't strong enough. I was a new programmer just getting started for that particular apocalypse and it was demoralizing, I can't imagine having had 5-10 years of work rendered worthless.
@10
There's nothing actually good anywhere, as someone who has tried for a long time. The RPG maker people have a pretty obvious migration path out: you go Unity for example, but there are lots and lots of things where you say "Maybe I'm outgrowing this. Let's learn something real" and the world just deluges you with opportunities to do that. Maybe Lucia is amazing, I haven't evaluated it. But from the sounds of it it's still quite immature. To be clear I'm glad it exists, I've just not heard anything about that being viable yet, and the license precludes commercialization or even being closed source at all because of how the LGPL interacts with Python.
Sable is proud of the fact that it doesn't allow coding. Sable took 3 years. Go over to New Releases and read the thread. Sable doesn't let you build anything but fantasy RPGs and every time I look someone asks "is this customizable" and gets told no. We're going to get a bunch of games with the exact same classes and the exact same combat mechanics and etc. and it's not going to be lack of creativity of the author. Also unless they can solve the Windows Defender problem, it's dead on arrival. I'm not sure how they think they're going to be able to go commercial, if that's what they're planning.
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