4 ms·
I've recently checked out Godot and it turned out to be easier than I expected. I followed this series of tutorials [0] (I found it most palatable at 2x speed,
by john_moscow 5y ago
I've recently checked out Godot and it turned out to be easier than I expected. I followed this series of tutorials [0] (I found it most palatable at 2x speed, occasionally going to 1x for critical parts).
Took me about an hour altogether to get pretty productive at making a non-trivial game. The engine is cool and takes care of a lot of routine things, like physics, collisions, and organizing things hierarchically.
[0] https://www.youtube.com/watch?v=HvPTSZl2WCc https://www.youtube.com/watch?v=HvPTSZl2WCc
- checkyoursudo 5y agoI have never, ever even worked on the visual design or coding of a 2D/3D video game in my life. I tried out Godot a few weeks ago, and even for an idiot like me it was pretty easy to get into, understand, and start doing things with. I was pretty impressed, to the point where I was wondering if I could even make my own little indy game.
- bjackman 5y agoMe too, I had zero gamedev experience but found the documentation really good and the tooling and data model pretty accessible! I didn't like GDScript - even with the bolted-on type checker it felt way too loosey-goosey[1]. But I had the feeling gamedev is just a bit different from other software eng so it's worth being open-minded about these things (plus you can always use other languages once you've got a grip on the core systems). [1]Mainly because a) signals remain stringly-typed, and they are really important, b) you can't enforce type checking (it's just a hint in the IDE) and c) I couldn't get my whole codebase 100% type checked.*
- colejohnson66 5y agoYou can always use C# through Mono
- publicola1990 5y agoI also felt the same about GDscript. There are ways to use c++ directly instead of GDscript, but most beginner tutorials seems not to be covering that.