People will plan and put work into whatever they actually wish. But there are other kinds of dealbreakers for other people. Some people want to target really pathetic hardware, like DirectX 10 class parts that are running DX11 as the interface. There isn’t basically a lot of shader oomph on such devices, and so techniques that pile on the shader cycles aren’t going to work.
I haven’t evaluated Urho’s in-game GUI capabilities lately, but that’s another area important to me. If I can’t readily skin a decent looking GUI and not have it be a pile of work, that’s a dealbreaker. For a lone wolf, getting a game together is first about getting it running, so it needs to be relatively easy to get basic features operational. Adequate documentation similarly falls under this heading of “get the prototype working”. If people can’t figure it out, that’s a dealbreaker in practice. Stability of a preferred scripting language also falls under that “can be a dealbreaker” heading. Question being, the language that Urho prefers, or that the developer prefers? Supporting Javascript isn’t crazy talk, even if I don’t personally care about it.
“Gorgeous rendering” isn’t driving my concerns because as a lone wolf indie, I know that tends to drive up my production cost. In my game development universe, gameplay is king. Not fancy rendering. I’m a visual artist, I’m not basically satisfied with ugly rendering. But much of what can make stuff aesthetically appealing, is geometry, line, form, and color. The concerns that analog artists have had in museum quality work for generations. Aesthetics do not have to be driven by whatever the AAA crowd is doing lately.
I also think it is mildly economically suicidal to chase high end rendering features that only big budget studios can support with with their big art teams. What that threshold is or isn’t, is up to people to decide. But a $0 open source engine probably better consider what indies want in the real world, rather than trying to be a Unity replacement.
An indie would like stuff that’s easy to use and that scales. So that I can start now on basic game capability, and worry about fancy rendering later.
I also want to blow my CPU budget on AI, not graphics so much.