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The features page looks well presented but has anyone actually used Godot? What are their experiences with it compared to writing your own games from scratch?
by laumars 11y ago
The features page looks well presented but has anyone actually used Godot? What are their experiences with it compared to writing your own games from scratch?
- PostOnce 11y ago"From scratch" isn't the right metric, you'd compare it to unity or unreal. The key difference is this is actually open source so you have 100% control over your own distribution and licensing. I haven't looked at it in 6mo but back then on the 1.x branch there were many, many thoroughly polished example games ranging from 2D (platform / isometric / tile) to 3D (third person, others i forget). Normally you get 1 incomplete mechanic as an example, not an actually playable "game" with more polish than most app store stuff. I was pleasantly surprised with these polished examples, but at that time the docs were not that thorough (cursory look tells me they've improved), but the examples pretty much made up for it. Almost any game you'd want to make you could start with their example and build out. I'm excited it's growing. I'll probably play with it for 7DRL.org in a couple weeks.
- kriro 11y agoI don't see the sample games listed on their site but found some googling. I'd be very interested in a good sample point&click adventure game especially for a FLOSS-engine. Creating one has always been in my "neat project" pile but I suck too much at drawing to motivate myself. Last time I tried (with no engine, just pygame) I got stuck figuring out a good way to do paths/movement/blocking areas and it sort of fizzled :D
- PostOnce 11y agoYeah like I said the docs could be improved, the website could be improved (although I checked yesterday and the whole site is new). The examples are in godot/examples or something after you extract it I think.
- mintplant 11y agoI tried it out for a hobby project a while back. I really wanted to like it but there was a lot that felt broken. One problem, if I recall correctly, was that running from within the editor worked but exporting a standalone build produced something that just would not run. Honestly, having been burned once after investing a significant amount of time, I would stay away unless they've significantly overhauled things.