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Predisposition: Indecision

Though I try to be a good and reliable fellow, it seems I am quite flighty in matters of creative process.  YoYo Games is now five days late in releasing the update that would allow me to freely utilize the enhanced "YoYo compiler" for Windows that will soon be provided with my existing copy of GameMaker Studio Pro, and this has caused me some pause as to whether or not I should really utterly commit my independent development endeavors to that platform.
It could be worse, Isaac.  You could be a stalled game developer!
Yet, when I research my alternatives, I am not so certain there is a better choice.
  • I have already decided I want to start with an already-complete game engine integrated with a development environment, and this narrows down my choices considerably, throwing out otherwise-viable options like LÖVE, MonkeyX, and Cocos2D.  My reason is simple enough: it takes a lot more time coding what those IDE often have not.  For example, a basic tile engine and pathfinding.
  • I am probably going to utilize some degree of procedural generation, and GameMaker Studio having a prominent code-integration feature gives it a certain advantage above the competition... still, it is not impossible to do procedural generation on the alternatives, and technically their event models are a bit like programming.
  • In terms of overall ease of use, Construct 2 is a joy to work with, and it has a surprising amount of pre-programmed behaviors to handle everything from turrets to cost-weighted pathfinding.  Anything it cannot do can be coded with homebrew javascript extensions... well, almost anything: its HTML 5 export restriction puts a severe cap on the overall power its apps are capable of harnessing, and that is going to be a deal breaker for most "large" projects.
  • I balk at Construct 2 because I get the feeling that I am going to need a lot of power for my games.  Even without the benefit of the YoYo compiler, GameMaker Studio is reasonably powerful, the only platform that really seems to outperform it (on the Windows platform) would be Clickteam Multimedia Fusion 2.  
  • There are other alternatives, such as Stencyl and Game Salad, but they have generally less advanced compared to the ones already mentioned.
As is frequently the case when there is no clear-cut best answer, I am at a bit of a loss.  If that "YoYo compiler" was available, and generated impressive enough scores on my benchmark, then there would probably be considerably less overall ambiguity here.   Yet, if I am over-estimating the amount of power required for my creations, then perhaps Construct 2 would get the job done just fine and be a lot easier to use?

I never did get around to benchmarking Unity's 2D performance, it just seems like a common-sense assumption that a 3D engine would be slower.  Besides, it is sophisticated enough that it may add too much technical overhead to my project development.
I sort of miss Cataclysm: Dark Days Ahead.  I should give it another play soon.
What am I actually looking to create?  Probably a survival roguelike like Cataclysm: Dark Days Ahead, except without the zombies.  So I am probably looking for a tile-engine that would allow for fairly good polymorphism of the tiles great handling for the dynamic generation and loading/offloading of additional terrain.  Though I could do some adjustment to my design to suit whatever platform, I guess..?

While I try to make up my mind, I've been playing a few games.
  • I got a chance to play the Civilization: Beyond Earth demo and, wow, did it ever disappoint.  The gameplay may have been slightly improved over its processors, but the GUI was so bland and minimalist that it dragged down the whole game.   Not a $50 purchase, not even the $35 I was willing to pay before, I'll be waiting for this game to hit a $25 price mark before I spring for it.
  • Bought The Binding Of Isaac: Rebirth, recently-released for a decent indie price.  It may only be The Binding Of Isaac with more features on its own engine, but it really did not need to be anything more.  This game is working proof that, the more fleshed out procedural generation content is, the greater the replayability. 
  • Bought and found Phroot's 3089 to be an interesting indie take to the open-world single-character 3D RPG, integrating crafting, FPS combat, and randomized loot.  Unfortunately, the floaty simple graphic engine seems to make me a tad motion sick, and the combat is a little too rudimentary for this picky gamer.
*sigh* I really need to get to work on a game of my own.  But it seems I am unable to commit to a starting point.
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