moronic question, procedural generation isn't an engine limiation.
It needs a trenchbroom style level designer.
What's wrong with blender?
I want to like it but 4 is a complete clusterfrick. I might try to make something with 3.6 or whatever the last version of the 3 branch winds up being.
Or perhaps you are just moronic? Read documentation.
I just cheat off dead cells dev.
https://deepnight.net/tools/gamebase/
Yeah, that will help your lazy ass.
These threads are always such a fricking travesty, all of you, every single one, are always dumb as frick. I would have better luck trying to talk about fighting games on Ganker than spend any second here. Fucxk you all.
>What's wrong with blender?
people have been constantly told that they need to have their UV maps "inside the square" for their objects and that UV islands must never ever overlap. people also don't know that UV Project and UV Warp modifiers exist, including separating grouped faces of objects into their own objects... or that the blender interface can be changed to be "units" and the scale of the grid is configurable.
Blender is a nightmare to use. It feels like a bunch of morons designed it. Everything is obscured, lots of things can only be accessed by one of the 100 hotkeys. Every time i take a weeks break and come back to it i need to relearn everything again. The mismatch between viewport controls in blender and my game engine also makes me mad.
I tried to use blender once for video editing because I read some subhuman post saying it was viable, it was not. It was easily the worst most unituitive program I have ever used and that includes when I was 10 trying to play qbasic gorillas and jetstrike without knowing how dos works
you can, but requires an obtuse third party plugin system, and trenchbroom itself is jank, I just want a basic mesh modeling tools native to Godot.
moronic question, procedural generation isn't an engine limiation.
[...]
What's wrong with blender?
[...]
Or perhaps you are just moronic? Read documentation.
[...]
Yeah, that will help your lazy ass.
These threads are always such a fricking travesty, all of you, every single one, are always dumb as frick. I would have better luck trying to talk about fighting games on Ganker than spend any second here. Fucxk you all.
>What's wrong with blender?
Nothing, but I want to expose the level creation tools to the player, so the player won't have to download a third party toolset to make custom levels.
I don't like trenchbroom workflow, and I don't need Qodot triggers, I just want the mesh modelling tool and the ability to drag and drop textures to parts of the mesh, like Cyclops.
But, Cyclops only works in Godot 4.x, not in 3.x, I have big fricking project and I won't be able to port to 4 until it until 2025-2027.
I want to like it but 4 is a complete clusterfrick. I might try to make something with 3.6 or whatever the last version of the 3 branch winds up being.
It isn't just the default assets that get worse and worse. The feature set has slowly declined since it peaked with 2k3 because RPG Maker's editor developers thought people would rather learn Ruby or Javascript than simply having more powerful editor features. Good RPGM devs were already using the editor's default setup as something of a weird pseudo assembly language anyway, and later editors took away the very features that made that viable such as indirect variable reference.
If I want to make a 3D action RPG, what engine would be best for a complete beginner in terms of simplicity and resources?
I just want to make a simple prototype with movement, combat, NPCs, dialogue system and so on.
>RPG
RPG is a content-based game. You need to generate tons of art assets, levels to explore, dialog, quests, etc for an RPG to be worth playing.
As a solo-dev, the hardest thing to do is churning out content
instead, try one of these genres that don't need tons of content and assets to be popular:
rouge-like/lites
building games
puzzle games (can get away with a smaller amount of content if you have difficult but well designed unique puzzles)
multiplayer pvp (but there are other reasons to not make this genre)
arcade games (shmups, infinite runners, breakout/pong clones)
cookie clicker clones
speedrun bait (like a 3d game with VERY good movement controls)
>RPG is a content-based game. You need to generate tons of art assets, levels to explore, dialog, quests, etc for an RPG to be worth playing. >As a solo-dev, the hardest thing to do is churning out content
Not now that Stable Diffusion is a thing
>content
Frick you and your buzzword. If a game is fun, it doesn't matter if it's short. He even said he wants a prototype, not a full length game. Frick you and your consumerism mindset.
damn stable diffusion can do 3d models now? game dev is a solved problem :0
If I want to make a 3D action RPG, what engine would be best for a complete beginner in terms of simplicity and resources?
I just want to make a simple prototype with movement, combat, NPCs, dialogue system and so on.
Find whatever works for you and do the game you want to do personally.
if you want to make a short game, don't make an RPG
i think one of the only things that define "RPG"'s are having long-term character progression
if your game is properly short (30 minutes or less), thats not enough time for a "get new item, level it up, spec into skills" loop
You can make a short RPG and short JRPG, similar to Breath of Death and Cthulhu saves the world.
Use a preestablish IP, there is a treasure trove of public domain books and tales out there, and make a small one shot campaign out of it, around 4-7 hours.
>if you want to make a short game, don't make an RPG
Have you played any of the RPG's on the Gameboy? Those are fairly short even for the genre. The last thing you want to do when developing a game is focusing on 'content'. The most important thing is making sure you have something that's worth playing, functional and something you can actually build a foundation on. Focusing on having lots of content in your own words is how development comes to a crawl and eventual stop. Baby steps.
I want to make a voxel tactics RPG, where instead of tiles, its voxels, so you can have height and shit.
but unity and unreal suck donkey dick for voxels, and im too fricking lazy to write my own engine on top of SDL or something, because thats a massive amount of extra work and maintenance.
why would voxels be small tiles? each voxel would be the tile
the point is so the game is a 3d space, because I want battles to be exactly where u are when the encounter starts, so you can pull fights into choke points, or do things.
destructible terrain isn't something I want, but generating terrain is, such as making blocks to block off, get up to higher areas
oh, you meant voxels like that, godot has support for it but im pretty sure unity does too.
https://docs.godotengine.org/en/stable/tutorials/3d/using_gridmaps.html
no, I mean voxels as in literal voxels, where u define a point in space and batch render duplicate objects for extremely good performance, especially since its all uniform mesh and a few textures
thats not voxels, unity has 0 support for voxels and fights u if u try to implement voxels
https://en.wikipedia.org/wiki/Voxel
they are pretty easy to implement, but that means u need to build most other things as well, which is a lot of work
just wanted to see if godot has any decent support for them, googling it says there are libraries, but unity also says that and its solutions are horrible with bad performance, so I wanted to know if anyone had any experience with them or knowledge about them before I try to find or implement them myself in godot to test it
Unironically what this shit even have over Unity?
Why would you bother learning it?
The shilling is so strong here that you better have a good answer to this.
Anon asked for a good reason. Do you seriously think a string attached that only matters if your game did far better than you could have hoped is a good reason?
>paying Unity for a fricking 2d game
The state of modern programming
>Unity is free if you ignore the ways in which it isn't
>paying Unity for a fricking 2d game
The state of modern programming
Anon asked for a good reason. Do you seriously think a string attached that only matters if your game did far better than you could have hoped is a good reason?
[...]
And what if the game isn't 2d?
Unity is so israeli they charge a subscription service for source code access, PER SEAT, and their engine is still dogshit compared to UE5. If you are going to pay any amount of money, at least use unreal engine because you get a more competent engine that you have full source control over and your 5% royalty only kicks in after you make more money than the vast majority of any indie game will ever reach ($1 million)
Be a man and use C++. You DO know at least a little, right anon?
12 months ago
Anonymous
All I know is how to get mods to delete my ideaguy posts from these threads
12 months ago
Anonymous
c++ sucks balls
12 months ago
Anonymous
Unreal C++ isn't the same as raw C++. It's way smoother to work with
12 months ago
Anonymous
What's the difference?
12 months ago
Anonymous
It makes heavy use of engine specific macros to tie your code to the editor and has tons of pre-defined methods for most gameplay-related things, and in most cases handles all memory management for you. A lot of the low level aspects of raw c++ are hidden away from you unless you intentionally seek them out. It feels more similar to working in C# or Java.
12 months ago
Anonymous
t. game that struggles to hit 60fps
12 months ago
Anonymous
Unreal C++ isn't the same as raw C++. It's way smoother to work with
t. game that struggles to hit 60fps
ive been programming in c++ for over a decade and made my own engine in it and it sucks balls for rapid prototyping / making games and changes
12 months ago
Anonymous
That's why unreal has blueprints for rapid prototyping. Then you port your blueprints to cpp when you need to ship the game. That is literally their endorsed pipeline. Anyways, compiling just your project in a competent IDE like Rider is fairly quick if you hate blueprints.
12 months ago
Anonymous
Or you could just use Godot and not pay anything to anyone.
12 months ago
Anonymous
Yeah, and deal with an engine a fifth as powerful with much less community support. Unless you are planning on your game making a million dollars you arent paying epic games anything. And just by having unreal engine they give you hundreds of dollars of free assets each month.
12 months ago
Anonymous
use lua. The one good thing i took away from wow was hooking lua to c++ to get a fast development environment in c++.
I played Cassette Beasts on Switch recently, which is made in Godot, and I've never seen a game perform worse on console in my life. Is this Godot's fault somehow or just an incompetent, poorly-optimized port? I suspect the latter
Unity and especially Unreal are DESIGNED to accomodate for multiple platforms releases, designed to baby level moronic,
Godot doesn't do that and you have to optimize your game on the console entirely by your own hand, you some fricking pajeet/filipino "studios" entirely dedicated to just porting Godot games to consoles at pay
The founder doesn't believe that performance matters, so Godot will likely remain a toy engine not good for much besides maybe rapid prototyping. It's pure delusion to think it'll ever be on par with UE or even Unity.
Hi, I'm actually a game developer and there is literally no reason to choose Godot, ever.
Unity has >billions of tutorials >billions of free and paid resources >the most user friendly workflows (doesn't apply to every single feature) >competent team working behind it to ensure that it works and is stable so that thousands of game developers can continue to use it >Industry standard of platform support, whether it's Windows, macOS, Linux, mobile or console platforms, anything AR/VR, or literally any new experimental platform like Stadia >industry proven reliability on billions of different hardware configurations >learning unity might actually help you find a job in the industry
What little advantages godot has are overshadowed by all of the above, you will never make a game faster in godot than unity, especially if you're a beginner. Will Godot ever catch up to a product made by a multi-billion dollar corporation? That's not how the world works, kiddo.
>billions of tutorials
Imagine needing tutorials >billions of free and paid resources
Imagine not making your own >the most user friendly workflows (doesn't apply to every single feature)
Godot has the most convenient workflow of all with the scene tree structure. >competent team working behind it to ensure that it works and is stable so that thousands of game developers can continue to use it
Godot accepts community contributed code meaning there will always be someone who can work on it and there's no profit incentive >Industry standard of platform support, whether it's Windows, macOS, Linux, mobile or console platforms, anything AR/VR, or literally any new experimental platform like Stadia
Godot will have this soon with W4 Games >industry proven reliability on billions of different hardware configurations
Surely this is a joke. >learning unity might actually help you find a job in the industry
Top kek
>Will Godot ever catch up to a product made by a multi-billion dollar corporation? That's not how the world works, kiddo
Lmao everything else you said had some weight but that.
> billions of paid resources
That are often mandatory for whatever kind of game you're making because programming your own shit in unity is an exercise in wiener and ball torture.
And I've seen multiple unity plugin devs just give up and frick off because making shit work in unity just becomes more and more of a pain in the ass as the engine accrues technical debt and bloat.
At least with Unreal and Godot, if the engine is being a b***h or has a bug that never gets fixed you can go into the source code and unfrick it yourself.
Nice, is the tree segmented or a single large sprite ?
12 months ago
Anonymous
It's 1 large sprite, then we can modify the centerpoint to the base of the trunk to fit in 1 grass tile. It will be segmented in the final version (shadow separate sprite)
>I'm making >implied solodev >fricking MMO
read [...]
but it might not apply if you are making a VR chat type thing and just calling it an MMO
Billion dollar companies can't make an MMO. You can't make an MMO.
Stop wasting your life.
ultima has still servers afaik.
next closest thing is albion online
Not a solo dev, have content, I'm not making a theme park so i don't have big company issues, yes I've played albion
12 months ago
Anonymous
try googling "fachwerkhaus" for references. Your build lacks a lot of wood. They have a middle section and the windows are framed by the wood walls not hanging in the middle.
>RPG
RPG is a content-based game. You need to generate tons of art assets, levels to explore, dialog, quests, etc for an RPG to be worth playing.
As a solo-dev, the hardest thing to do is churning out content
instead, try one of these genres that don't need tons of content and assets to be popular:
rouge-like/lites
building games
puzzle games (can get away with a smaller amount of content if you have difficult but well designed unique puzzles)
multiplayer pvp (but there are other reasons to not make this genre)
arcade games (shmups, infinite runners, breakout/pong clones)
cookie clicker clones
speedrun bait (like a 3d game with VERY good movement controls)
but it might not apply if you are making a VR chat type thing and just calling it an MMO
Trying to master state machines. The problem with godot is that almost everything in the early documentation is replaced later with better ways. It's frustrating.
If i wanted to make simply 2 dudes fighting game. Default human models no bullshit. How long would you estimate dev time in godot to just get 2 human models in a game? All i would want the engine to do is render and do collision with ground while letting me write custom collision between characters.
I got a programming job and gamedev in addition is not as doable for me as I thought it was going in. Might unironically look into a non-programming job just so I can create on the side again.
>implement an obsolete lightmapper that's both too slow for low end hardware but also dogshit compared to RTX >still can't do proper vertex lighting, access G-buffers or customize the render pipeline
how bare are godot's learning resources compared to unity or unreal? i'm starting from scratch but i'd like to try and learn something that can do 2D well and acceptably do 3D
No, I need less
Name one game made in this
Cruelty Squad and Brotato
He referred to raylib
is it good for procedural generation?
moronic question, procedural generation isn't an engine limiation.
What's wrong with blender?
Or perhaps you are just moronic? Read documentation.
Yeah, that will help your lazy ass.
These threads are always such a fricking travesty, all of you, every single one, are always dumb as frick. I would have better luck trying to talk about fighting games on Ganker than spend any second here. Fucxk you all.
Post your game.
What is that?
https://ldtk.io/
Looks interesting, but why not just use Tiled?
I find it more intuitive and quicker to use.
>tmx export
interesting. Theoretically could I just export to tmx and use something like YATI in Godot instead of writing my own importer?
You could as a fallback for this
https://ldtk.io/api/
>What's wrong with blender?
people have been constantly told that they need to have their UV maps "inside the square" for their objects and that UV islands must never ever overlap. people also don't know that UV Project and UV Warp modifiers exist, including separating grouped faces of objects into their own objects... or that the blender interface can be changed to be "units" and the scale of the grid is configurable.
Blender is a nightmare to use. It feels like a bunch of morons designed it. Everything is obscured, lots of things can only be accessed by one of the 100 hotkeys. Every time i take a weeks break and come back to it i need to relearn everything again. The mismatch between viewport controls in blender and my game engine also makes me mad.
> everything is obscured
> 100 hotkeys
legitimate complaints
> relearn everything
skill issue
If you need to relearn everything when you take a break you probably don't actually know anything.
I tried to use blender once for video editing because I read some subhuman post saying it was viable, it was not. It was easily the worst most unituitive program I have ever used and that includes when I was 10 trying to play qbasic gorillas and jetstrike without knowing how dos works
It needs a trenchbroom style level designer.
Can't you export trenchbroom maps into it?
you can, but requires an obtuse third party plugin system, and trenchbroom itself is jank, I just want a basic mesh modeling tools native to Godot.
>What's wrong with blender?
Nothing, but I want to expose the level creation tools to the player, so the player won't have to download a third party toolset to make custom levels.
>and trenchbroom itself is jank
What's your favorite 3D mapping program?
I make blocks of different sizes, and place them together until something clicks.
Using...?
Mesh node.
It has trenchbroom import idiot qodot and another dev have up to date plug-ins that are on the asset store
I don't like trenchbroom workflow, and I don't need Qodot triggers, I just want the mesh modelling tool and the ability to drag and drop textures to parts of the mesh, like Cyclops.
But, Cyclops only works in Godot 4.x, not in 3.x, I have big fricking project and I won't be able to port to 4 until it until 2025-2027.
I want to like it but 4 is a complete clusterfrick. I might try to make something with 3.6 or whatever the last version of the 3 branch winds up being.
it's not gpl licensed so...
>inb4 linux trannies come to shit on this thread
Is MIT not good enough for them?
I just cheat off dead cells dev.
https://deepnight.net/tools/gamebase/
I need much, much less.
Casually follow rpgmaker, why do the default assets get uglier with every version?
It isn't just the default assets that get worse and worse. The feature set has slowly declined since it peaked with 2k3 because RPG Maker's editor developers thought people would rather learn Ruby or Javascript than simply having more powerful editor features. Good RPGM devs were already using the editor's default setup as something of a weird pseudo assembly language anyway, and later editors took away the very features that made that viable such as indirect variable reference.
yes
The tile editor STILL sucks dick, even in 4
Come home white man.
that actually looks good and easy to use
forced soul
>blocks your path
Rent free
>buying shit you hate just to throw it into garbage
infinite-IQ maneuver right there
less actually
If I want to make a 3D action RPG, what engine would be best for a complete beginner in terms of simplicity and resources?
I just want to make a simple prototype with movement, combat, NPCs, dialogue system and so on.
Smile game builder
unity
>RPG
RPG is a content-based game. You need to generate tons of art assets, levels to explore, dialog, quests, etc for an RPG to be worth playing.
As a solo-dev, the hardest thing to do is churning out content
instead, try one of these genres that don't need tons of content and assets to be popular:
rouge-like/lites
building games
puzzle games (can get away with a smaller amount of content if you have difficult but well designed unique puzzles)
multiplayer pvp (but there are other reasons to not make this genre)
arcade games (shmups, infinite runners, breakout/pong clones)
cookie clicker clones
speedrun bait (like a 3d game with VERY good movement controls)
>RPG is a content-based game. You need to generate tons of art assets, levels to explore, dialog, quests, etc for an RPG to be worth playing.
>As a solo-dev, the hardest thing to do is churning out content
Not now that Stable Diffusion is a thing
damn stable diffusion can do 3d models now? game dev is a solved problem :0
My bad, didn't realize that anon wanted a 3D RPG
>content
Frick you and your buzzword. If a game is fun, it doesn't matter if it's short. He even said he wants a prototype, not a full length game. Frick you and your consumerism mindset.
Find whatever works for you and do the game you want to do personally.
if you want to make a short game, don't make an RPG
i think one of the only things that define "RPG"'s are having long-term character progression
if your game is properly short (30 minutes or less), thats not enough time for a "get new item, level it up, spec into skills" loop
You can make a short RPG and short JRPG, similar to Breath of Death and Cthulhu saves the world.
Use a preestablish IP, there is a treasure trove of public domain books and tales out there, and make a small one shot campaign out of it, around 4-7 hours.
>if you want to make a short game, don't make an RPG
Have you played any of the RPG's on the Gameboy? Those are fairly short even for the genre. The last thing you want to do when developing a game is focusing on 'content'. The most important thing is making sure you have something that's worth playing, functional and something you can actually build a foundation on. Focusing on having lots of content in your own words is how development comes to a crawl and eventual stop. Baby steps.
Godot works for just about anything. I'm on 3.5 but 4.0 is out and is even more capable.
Godot always sounds like a cult but after years of beating my head against a wall with unity I can't help but shill for the damn thing.
I want to make a voxel tactics RPG, where instead of tiles, its voxels, so you can have height and shit.
but unity and unreal suck donkey dick for voxels, and im too fricking lazy to write my own engine on top of SDL or something, because thats a massive amount of extra work and maintenance.
is godot a good option for that?
Excuse my ignorance, but wouldn't voxels practically be small tiles, or are you going to have destructible terrain or something?
why would voxels be small tiles? each voxel would be the tile
the point is so the game is a 3d space, because I want battles to be exactly where u are when the encounter starts, so you can pull fights into choke points, or do things.
destructible terrain isn't something I want, but generating terrain is, such as making blocks to block off, get up to higher areas
oh, you meant voxels like that, godot has support for it but im pretty sure unity does too.
https://docs.godotengine.org/en/stable/tutorials/3d/using_gridmaps.html
no, I mean voxels as in literal voxels, where u define a point in space and batch render duplicate objects for extremely good performance, especially since its all uniform mesh and a few textures
thats not voxels, unity has 0 support for voxels and fights u if u try to implement voxels
https://en.wikipedia.org/wiki/Voxel
they are pretty easy to implement, but that means u need to build most other things as well, which is a lot of work
just wanted to see if godot has any decent support for them, googling it says there are libraries, but unity also says that and its solutions are horrible with bad performance, so I wanted to know if anyone had any experience with them or knowledge about them before I try to find or implement them myself in godot to test it
https://github.com/Zylann/godot_voxel
>No multipass filter
yikes
Unironically what this shit even have over Unity?
Why would you bother learning it?
The shilling is so strong here that you better have a good answer to this.
It's free
But unity is also free. The only strings attached assumes you've already had financial success.
>Unity is free if you ignore the ways in which it isn't
Anon asked for a good reason. Do you seriously think a string attached that only matters if your game did far better than you could have hoped is a good reason?
And what if the game isn't 2d?
>paying Unity for a fricking 2d game
The state of modern programming
Unity is so israeli they charge a subscription service for source code access, PER SEAT, and their engine is still dogshit compared to UE5. If you are going to pay any amount of money, at least use unreal engine because you get a more competent engine that you have full source control over and your 5% royalty only kicks in after you make more money than the vast majority of any indie game will ever reach ($1 million)
In fairness, you have to have a very high IQ to understand Unreal Engine blueprints
>you have to have a very high IQ to understand Unreal Engine blueprints
Good one
Be a man and use C++. You DO know at least a little, right anon?
All I know is how to get mods to delete my ideaguy posts from these threads
c++ sucks balls
Unreal C++ isn't the same as raw C++. It's way smoother to work with
What's the difference?
It makes heavy use of engine specific macros to tie your code to the editor and has tons of pre-defined methods for most gameplay-related things, and in most cases handles all memory management for you. A lot of the low level aspects of raw c++ are hidden away from you unless you intentionally seek them out. It feels more similar to working in C# or Java.
t. game that struggles to hit 60fps
ive been programming in c++ for over a decade and made my own engine in it and it sucks balls for rapid prototyping / making games and changes
That's why unreal has blueprints for rapid prototyping. Then you port your blueprints to cpp when you need to ship the game. That is literally their endorsed pipeline. Anyways, compiling just your project in a competent IDE like Rider is fairly quick if you hate blueprints.
Or you could just use Godot and not pay anything to anyone.
Yeah, and deal with an engine a fifth as powerful with much less community support. Unless you are planning on your game making a million dollars you arent paying epic games anything. And just by having unreal engine they give you hundreds of dollars of free assets each month.
use lua. The one good thing i took away from wow was hooking lua to c++ to get a fast development environment in c++.
sirs use it for FREE
>Unironically what this shit even have over Unity?
Free, and perfect for 2d games which 90% of indies are
you actually own what you make with godot, for one. no royalty fee shit, no forced profit sharing.
(you weren't going to make any money with it anyways)
>tilemap becomes both better and worse
frickin bugdot 4, i think ill try LDtk when i get to start making levels
I played Cassette Beasts on Switch recently, which is made in Godot, and I've never seen a game perform worse on console in my life. Is this Godot's fault somehow or just an incompetent, poorly-optimized port? I suspect the latter
>Godot's fault
>incompetent, poorly-optimized port
Both
Godot attracts incompetent people
>you hab to eat all the borgers
Unity and especially Unreal are DESIGNED to accomodate for multiple platforms releases, designed to baby level moronic,
Godot doesn't do that and you have to optimize your game on the console entirely by your own hand, you some fricking pajeet/filipino "studios" entirely dedicated to just porting Godot games to consoles at pay
>Cassette Beasts
numale game
Why should I use Godot instead of Renpy if I want to make VNs?
Yes.
The founder doesn't believe that performance matters, so Godot will likely remain a toy engine not good for much besides maybe rapid prototyping. It's pure delusion to think it'll ever be on par with UE or even Unity.
Tell that to Cruelty Squad
Hi, I'm actually a game developer and there is literally no reason to choose Godot, ever.
Unity has
>billions of tutorials
>billions of free and paid resources
>the most user friendly workflows (doesn't apply to every single feature)
>competent team working behind it to ensure that it works and is stable so that thousands of game developers can continue to use it
>Industry standard of platform support, whether it's Windows, macOS, Linux, mobile or console platforms, anything AR/VR, or literally any new experimental platform like Stadia
>industry proven reliability on billions of different hardware configurations
>learning unity might actually help you find a job in the industry
What little advantages godot has are overshadowed by all of the above, you will never make a game faster in godot than unity, especially if you're a beginner. Will Godot ever catch up to a product made by a multi-billion dollar corporation? That's not how the world works, kiddo.
>billions of tutorials
Imagine needing tutorials
>billions of free and paid resources
Imagine not making your own
>the most user friendly workflows (doesn't apply to every single feature)
Godot has the most convenient workflow of all with the scene tree structure.
>competent team working behind it to ensure that it works and is stable so that thousands of game developers can continue to use it
Godot accepts community contributed code meaning there will always be someone who can work on it and there's no profit incentive
>Industry standard of platform support, whether it's Windows, macOS, Linux, mobile or console platforms, anything AR/VR, or literally any new experimental platform like Stadia
Godot will have this soon with W4 Games
>industry proven reliability on billions of different hardware configurations
Surely this is a joke.
>learning unity might actually help you find a job in the industry
Top kek
>Will Godot ever catch up to a product made by a multi-billion dollar corporation? That's not how the world works, kiddo
Lmao everything else you said had some weight but that.
GODOT is open source, so it will never just disappear over night or suddenly decide to charge a 30% royalty.
>that could NEVER happen!
Autodesk.
> billions of paid resources
That are often mandatory for whatever kind of game you're making because programming your own shit in unity is an exercise in wiener and ball torture.
And I've seen multiple unity plugin devs just give up and frick off because making shit work in unity just becomes more and more of a pain in the ass as the engine accrues technical debt and bloat.
At least with Unreal and Godot, if the engine is being a b***h or has a bug that never gets fixed you can go into the source code and unfrick it yourself.
>you can go into the source code and unfrick it yourself.
when will people stop pretending that this happens
it never happens, you don't understand how the engine works well enough to fix something without breaking a million other things
Sorry, I don't like my engine taking 10 minutes to load a project. Sorry dude.
If you're not making your own engine for your own needs, you're probably not making a unique good enough game.
Especially for 2D games, it's easy to make your own tools.
this
Nah. Unless you're doing something really specific that would be a b***h to implement in an existing engine, making your own engine isn't worth it.
>would be a b***h to implement in an existing engine
Yeah, that's the case and it always is. You're working around other developers tools and ideas and it's just asking for broken messes and workarounds.
terminal nodev brainrot
See
and frick off
t. nodevs
You guys haven't even made any mockups for your games.
Not only am I not a nodev, but I'll gladly come shit on your nonexistent game in agdg if you want.
Prerendered sprites ?
Yes I'm making a classic style isometric mmo like Dransik/Ultima. I don't really care for how most 3D iso looks these days.
Nice, is the tree segmented or a single large sprite ?
It's 1 large sprite, then we can modify the centerpoint to the base of the trunk to fit in 1 grass tile. It will be segmented in the final version (shadow separate sprite)
>making an MMO
How is this still a thing?
Because there's no good classic mmo that exists. Zoomers don't understand, they never experienced it.
Billion dollar companies can't make an MMO. You can't make an MMO.
Stop wasting your life.
ultima has still servers afaik.
next closest thing is albion online
>making a classic style isometric mmo
Lol
Lmao
Not a solo dev, have content, I'm not making a theme park so i don't have big company issues, yes I've played albion
try googling "fachwerkhaus" for references. Your build lacks a lot of wood. They have a middle section and the windows are framed by the wood walls not hanging in the middle.
>I'm making
>implied solodev
>fricking MMO
read
but it might not apply if you are making a VR chat type thing and just calling it an MMO
>nodev
im devving on a big game project right now
>you're probably not making a unique good enough game
I don't wanna make an unique game, I just wanna make Deus Ex: Porn Edition
Trying to master state machines. The problem with godot is that almost everything in the early documentation is replaced later with better ways. It's frustrating.
"Move fast and break things." - the zuck
Or just use proper documentation early
yeah godot is """"""free""""", but you're literally saving money using a proper engine like Unreal or Unity anyway
elaborate.
what am i supposed to be looking at? you made a tree? nice game bro lol.
you be more efficient with a more expensive good tool than a shitty bad free one
>t. never used godot
I have and it crashed on launch
skill issue
Neither have most successful game devs.
My own engine and tools within it that work better than shitty free ones. The fact that you can't comprehend that shows how much of a nodev you are.
MIT
>2d game, multiplayer, ideally moddable via scripting language
what engine to develop as quickly/easily as possible?
Godot
depends on your experience / skillset but rolling your own engine with existing libraries is probably the fastest way
e.g
2D drawing: SDL + GLFW
Multiplayer: GameNetworkingSockets (Steam) Scripting Language: Pick your poison: Lua/Python/Duktape/AngelScript etc
If i wanted to make simply 2 dudes fighting game. Default human models no bullshit. How long would you estimate dev time in godot to just get 2 human models in a game? All i would want the engine to do is render and do collision with ground while letting me write custom collision between characters.
Anyone got enough knowledge to comment on
a couple of days at most
I got a programming job and gamedev in addition is not as doable for me as I thought it was going in. Might unironically look into a non-programming job just so I can create on the side again.
>implement an obsolete lightmapper that's both too slow for low end hardware but also dogshit compared to RTX
>still can't do proper vertex lighting, access G-buffers or customize the render pipeline
how bare are godot's learning resources compared to unity or unreal? i'm starting from scratch but i'd like to try and learn something that can do 2D well and acceptably do 3D
The official docs are excellent and are generally all you need. Learn how to read them.
I think its good enough, except for anything related to shader.
I'm trying to make a game like Reshef of Destruction.
Will this engine be sufficient?