I want to create an offline 2D platformer that is not very physics heavy. After a lot of consideration, I've decided to run most of the physics at a fixed rate of 480hz, and I'm not experiencing any issues with it at the moment.
However, I'm using Gamemaker Studio and although I'm trying to write code as efficiently as possible, I'm worried that I will run into problems further into development when considering lower-end devices such as consoles. I have absolutely no idea if this is too demanding of a task for this kind of game development software and I don't want to run into any issues, especially when considering console ports in the future.
Since I have pretty much no experience on this topic, is it worth writing an engine from scratch in a lower-level language, or will I be okay provided that I keep the scope of the game small enough? The game runs fine on older laptops, but I don't have any convenient way to test consoles yet, and I'm still quite early into development so I'm not sure that would help.
This is probably a dumb question, but I'm more of a designer than a programmer and I really don't have any prior experience to know if this is a good idea or not. Typically games written in this software run at 60 updates a second albeit not very well optimized.
I'm curious to know if anyone has any experience they could share that will help me with the decision.
room_speed
equal to 480? \$\endgroup\$