| 1. Refusing to just use Assembly. Was the reply we got in the old days, when one used C, Pascal, Basic, Amos. Thankfully many ignored that and moved the state of art to such languages. A few years later the reply would be, 1. Refused to use C When devs tried to use C++ or Delphi. State of the art in games development only advances thanks to those that manage to produce entertaining games, while ignoring such advices. |
As soon as you say you are throwing out C/C++ you better have amazing alternatives that make sense for the language you are working on. Games are large enough projects with broad enough scope that if you don't have a language that works well with a bunch of external libraries you are immediately in the weeds once you end up with a problem that isn't covered by what is already available. If you find this out too late in the project (especially in a hobby/side project) this can be a death knell.
This is a constant problem in game engines or other large frameworks- once you get off the rails in a significant way all your development time is going to making that kludge work. If you are using a language that is just wrapping C API libraries often a lot of this development time is just fixing the wrappers to the actual library instead of getting anything done.
If you know the end product is 100% covered by a game engine you can save all the game engine development time and the kludge fix time all at once. I had written a whole tutorial series based on XNA for instance because it was easy to demonstrate the concepts I wanted to share, but when trying to start working on a particular topic I realized the engine's limitation and it all went to hell and I had to scrap it.