>>7840003 It depends entirely on what platform you want to develop for. If it's Reskinned Breakout Clone #675634886578 for the play store than learn Java and how to work with the ADK. If it's Walking Simulator: The Reckoning (now on Steam greenlight!!1!!!11!) then learn C++ and how to work with Unity.
>>7840084 This is maybe not that good of an idea. Or at least not if you don't know exactly what you're getting yourself into.
A small indie company started writing a game in Go while the language was still undergoing changes. One of Go's promising features is that you can link libraries directly through their github link.
This company had their lead programmer leave some time after getting a working beta. Unfortunately sometime after that they ran into bugs and haven't been able to get the game working again. It's been years. They even tried going back to the code from when the game last worked but even that is no longer working and no one is sure why but it's probably the fact that the github libraries they linked have also been changed since then and that the way the language works has also changed. Even their old lead programmer can't get it working.
By using a new language you risk the language specification or implementation changing on you while you're working on your project and you risk using shiny new features that you don't really understand.
Most closed platforms these days have a specific language, or narrow set of languages, that you need to use in order to develop for that platform; for example, to develop for android you need java and the android toolkit, to develop for iphones you need objective C, and game consoles also each have their own programming system that you'll have to use. General purpose computers (desktops and laptops) are the exception in that you can use whatever language you like for them; HOWEVER, if you base your desktop game on some existing engine technology, then you are once more tied to whatever language(s) that engine supports. Basing your game on an existing engine is not mandatory, but it is a requirement if you want to make anything like a modern game in a reasonable amount of time; if you want to work without any existing engines, the technological magic you can achieve is sharply limited.
It's easy to learn any language / hire a programmer. If you want to make good games you should be worried about the art. It's a lot more time consuming to make the art assets (models, textures, animations, pixel art) than the code.
>>7840204 Compared to Unity, UE4 is more suited to small teams. If you have half a dozen specialists, use UE4. If you're one NEET hobbyist who is making a final vain attempt at productivity before killing yourself, use Unity.
But seriously, any language you feel comfortable writing in. C++ and Java are popular due to the sheer number of libraries available to them, but don't kid yourself; you could write a successful, fun game in Lisp if you wanted.
>>7843377 These are different languages. There is a new C standard, just as there is a new C++ standard. I agree that C++ is a good choice for games, but comparing that to C in terms of actuality is just conceptually wrong.
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