Catomax26 said:
I have seen people saying me “don't use game engines”, and that is very prejudicial because i am not aiming for a small game, i am aiming for a huge project.
Was that me? I only said using no engine is an option you might consider, not that you should do it.
However - what do you mean with ‘huge’ project?
As a beginner you should start small. Very small. Or you will almost certainly fail.
But this does not mean your game should have only 3 levels. I talk primarily about the complexity of the program, not about content.
So let's list some games illustrating increasing complexity…
Pong: Really simple, but you already need to know and use some math, like collision detection of simple shapes, controlling constant velocity motion of objects, and reflecting their direction.
(Game engines may make things like collision detection easier, but actually figuring out how to use their tools is just as hard, i'm sure.)
PacMan: Still simple constant velocity motion and collisions, but there is some AI and behavior.
(Again, game engine does not give a noticeable benefit to reduce complexity yet. Imo.)
Super Mario: That's already a rich and complex game. Motion involves acceleration and there is physics simulation. Interactive objects. AI is simple but varied across enemy types.
Starting with this as a beginner, chances you'll succeed are small. I recommend to do some simpler games as listed above first for learning purposes.
(Engine can help a lot to manage complexity i guess.)
Modern 3D action games: Still pretty much the same, but math, physics, and character animation becomes very hard. Mentioned only to complete the list. Using a game engine becomes a requirement to most people. Also, doing it all as a single person is very ambitious.
Assuming you want something like 2D Metroid with pixel art, i think that's a realisitc goal, but only if you have talent and invest maybe two years but likely more, even if you do use an engine like Unity.