There's a lot of interest in #GodotEngine today, so here's my perspective & advice, as the tech lead on Cassette Beasts, a 2.5D open world RPG that shipped this year on Steam, Switch and Xbox, using Godot 3.5. 🧵
First: I've not used Unity (or Unreal) for more than just trivial experiments, so I can't provide direct comparisons. But there are still a few general points I can make.
Also: I will never recommend switching engine mid-project. If you're gonna switch, do it between projects.
As of late I am deeply conflicted about #GodotEngine 😿
I love the design philosophy; I think it's [one of / the] best libre 3D-capable engine out there. I use it and promote it.
I've learned shocking things about reduz (Juan Linietsky) that made me really sad and I don't trust him in regards to money and power within the project.
I don't want to go into specifics, because it won't fit a toot.
Don't downplay "haters" without evaluating their points.
I'm so happy Unity decided to self-destruct! I mean, sorry for your losses and all, but... Not only is #Godot getting so much great attention, but I swear it's also driven more devs to Mastodon seeking out experienced #GodotEngine devs to chat with, collab, follow, and learn from! The #gamedev community has felt really lively lately!
If you're a gamedev using godot, please say hello in the replies and maybe more folks can find each other to follow!
If you’ve decided to start using #GodotEngine this week, this thread is for you.
Firstly though, don’t switch mid-project. You’ll have a bad time! Godot is not a drop-in replacement for Unity! Finish your current project, then start learning Godot by making a few small games. 🧵
My #godotengine projects are all borked now and won't open in #visualstudio at all and I'm absolutely panicking. Something went wrong installing Godot 4 or maybe environment variables or something about .NET and nuget or I'm just missing an SDK I DON'T KNOW and the internet won't tell me!! And I feel like a phony shitty developer because I can code just fine but I don't know the first thing about #dotnet or how to maintain my dev environment. I've been trying to fix this for hours. Guess I'm clearing my morning to just cry.
I'm starting to really dislike how #GodotEngine does script language binding. Scripts (which are basically just the text representation of the script) make ScriptInstances, but neither are really given any information about what type they're supposed to be. My guess is they're supposed to figure that out by parsing the script?
Does anyone have Godot Engine logo in pixelart form? I wanted to use pixelated logo in credits as my game has quite low res, but can't find anything like that in the official presskit. I can use official SVG's and rescale them, but wanted them to look as crisp as possible.
Hey #godotengine users! About to start a new project in #godot 4, in 3D this time! Anyone have any addons suggestions to take a look at? No real direction yet, just exploring and learning.
Game Devlog 01 - Yesterday I restarted my #GameDevelopment project. I liked where things were headed before I took a break, but I think a reset will help me focus. Using #Notion, I’m writing out deliverables and tasks and I’m about 20% done preparing for development on the first minor version. It feels a little tedious and I may scale back in the future, but I want to see if the structure will help with this first minor version. #GodotEngine#IndieGameDev
In #godot, how do I render a giant 3D planet in space without rinsing my GPU? #godotengine I've tried viewports and skybox shaders with a viewport texture rendered on top. Subviewports are sooo heavy
I'm creating a turn based game with random enemy spawns, telegraphed with a sigil on the floor one turn prior.
What do you think about having a few sigils, representing difficulty (minion, normal, elite, boss), rather than making all the sigils unique (or all the same?).
For example if you see en 'Elite' sigil you won't know whether it's a heavyweight (better to stand back), or a lich (better get close to kill quick).