Oh no, I hope you're prepared for a wall of text..
I initially thought to use AGA for a game like this (I started making assets with an AGA style 64 colour palette over a year ago) but I'm a big EHB64 fan and have been using that mode for almost all my Amiga art (and the visual novel) - and after some experimentation with that same palette in Scorpion I found it actually performs well - so far..!
And a pretty looking game that runs on every fast Amiga and not just AGA amigas sounds good. People with accelerated OCS machines, and A3000s (+ fast ram) should be able to run it perfectly, i just like the quirkiness / insanity of doing it this way. I may change my mind if i run into a performance wall.
*Tbh I think there’s a sort of weird mystique to EHB64 - I’ve loved the idea of it since I was a kid, haha. The fact that you can (hopefully) make VGA colour looking graphics but on an absolute potato of a machine is v captivating to me.
It runs nicely on AGA too, it currently uses a slightly smoother (I wouldn’t say better, just fractionally different) palette when ran on AGA machines. Not 100% sure if it will in the final version, but i consider it a feature now rather than a bug. the reason for the different colours seems funny too. EHB halves the RGB values, so if you choose odd numbers it can't get a perfect half, and it gets much closer to the "technically correct" shade when it has 16m colours to choose from than 4096. (I'm 95% sure this is what's happening at least)
Scorpion Engine is an easy to use Windows-based visual programming application for making Amiga games), its UI is built in Unity. Programming is made of “code blocks” but you never have to type code, you select things from menus and rearrange them..
Then when you press “Run”, it compiles it (I think it’s actually Blitz Basic based under the hood) and launches your new Amiga .exe in WinUAE/FSUAE with your choice of Amiga hardware profile. I much prefer this way of working to, say Red Pill where you do the actual development on the Amiga, that would slow me down immensely. Another big boon is it uses TileEd (a free map editor) to edit the maps.. Which is a very nice tool for making layered maps, and they're transferrable to other engines later.
I’ve used a lot of supposedly easy development platforms/editors and this is by far the easiest whilst still being flexible enough to do a ton of different styles of game, and have them feel 100% unique, unlike stuff like SEUCK or even 3D Construction Kit, eew.
It comes with example projects of Zelda clone, Phoenix Wright (visual novel) Alex Kidd, Mario, snake, minigames etc.. Earok has been incredibly helpful when issues crop up too. I am not a programmer at all, it actually makes me quite panicky, but I can use this!
I've made a short video.. https://youtu.be/gmKAqi7vEvc