5 ms·
This * 1000. I'd love to meet a single person on this site who has used Godot to ship a commercial game of any note. Ship a Godot game on macOS 11+/iOS 13+/tvO
by hesdeadjim 4y ago
This * 1000.
I'd love to meet a single person on this site who has used Godot to ship a commercial game of any note. Ship a Godot game on macOS 11+/iOS 13+/tvOS 13+/PC/Linux/Switch/PS4/PS5/Xbox and then come tell me how it went. Godot is basically completely unproven for a game requiring this level of release support.
I feel like a Unity apologist sometimes, but what options are there? If your studio doesn't have high level competency with Unreal, committing to a project using it adds an immense amount of risk.
This merger is a real kick in the gut for me, but I'm all in with Unity and I can't afford to bet my studio on an Unreal switch without major partner financial support.
- SXX 4y agoFor the time being Godot going to be PC-first game engine and our 10-people studio dont have any issues building for Windows/macOS/Linux. Test imports for web work amazingly well, but we dont need it. Lack of console support is just limitation of what can be done with open source code since even SDKs for consoles are under NDA. I guess if you building project for consoles then you have to look elsewhere. You are not wrong in any way. At the same time there are plenty of small teams that can work with Godot and build some fun games using it.
- extrememacaroni 4y agoThe lack of console support comes especially from the fact that there's no company behind godot itself that can become a licensed Nintendo developer for example. There are other companies that can port your godot games to consoles and publish them, but in the stores the games will be listed as theirs not yours. If you're an indie without a publisher, that's probably not a big deal. Although it would be if it were me, I'd want the game to be listed under my own name, not someone else's, especially if a player might start to avoid games published by X because they played games they did not like in the past. But if you're already backed by a publisher, that will probably not fly.
- SXX 4y agoI will just add a note about publishers: if your project is not using Unreal / Unity most huge publishers just wont be interested. It has nothing to do with Godot console support or anything else about Godot itself. Basically all big publishers have their own pipeline and in-house teams for porting / QA / certification and it's all built around Unity or Unreal. So it's all about market share. So yeah choosing Godot will certainly limit your options in terms of what publishers might fund your project.
- boredtofears 4y agoThey can't be universally true can it? I know Hades is built on a basically in-house engine, and I think it released on all platforms simultaneously... then again that studio might not even qualify as "indie" especially now... are custom engines like that really that rare nowadays?
- Jensson 4y agoSupergiant games doesn't have a publisher, they publish it themselves so they can do whatever they want. I don't really consider them indie, to me "indie" is when the people developing it are also the people funding development, meaning people make choices without worrying about what others opinions. As for self made engines, if you make it yourself then that is a risk. If you make it in unity or unreal then the publisher knows they can easily find people to help you ship it if there are problems, but for a self made engine it could be unsalvageable.
- georgeecollins 4y agoI think all the reservations about Godot are valid, but let me offer my perspective. In 1996-1997 I remember meeting with Epic to evaluate their engine in develop for a game a AAA game at Activision. I remember in the late aughts (like 09?) being asked to evaluate Unity for a VC that was considering investments and wondering how much commercial developers would actually use it. These engines are all risky until they aren't. And Godot certainly seems at the tipping point of adoption. Also, all game engines have strengths and weaknesses so that you would want to use Unity or Unreal in many particular cases for a long time. But Godot also has some strengths, not the least of which is that it is open source. The key thing I would watch is the transition to 4.0 and Vulkan. That seems like a point at which they can either pick up momentum or lose it. The SDK problem for consoles can easily be solved by contractors / middleware if there is enough good games to make it worth the time to bother.
- hesdeadjim 4y agoAnd don't get me wrong, I am 100% cheering Godot on long-term. Same with the Bevy ECS. Options are great, it's just that the first adopters have to pay the hardest price when they want to ship a game using it. If I were doing the indie thing still, I'd consider Godot.
- CJefferson 4y agoHave you actually released a game using Godot? If so, can you share a link?
- SXX 4y agoLink is in my profile. Our game gonna be released this year after ~3 years in development. It's fully funded by a publisher and close to gold master. Feel free to ask whatever about development process :-)
- TechBro8615 4y agoCongratulations! I’ve never done any game dev but have been programming in various domains for a long time. If I wanted to spend a few weekends making a “hello world” game in Godot, where do you recommend I start? As a starting point, I’d like to make a single-player open world procedurally generated isomorphic map that I can explore with a hovering camera. Is this easy to do?
- SXX 4y agoThanks. Dwarven Skykeep is my first real commercial project too. So I'm not going to give you any obvious learning tips as anyone can find some good tutorials on youtube. Advice about trying out gamedev that I could actually give are: * If you can start with some paper prototype or just create some digital visual gameplay screen mockup. Its easier to work toward something you can see. * Start small and dont bother with code architecture or quality. If 3D seems to hard start with just 2D. Your first goal is to get MVP as quickly as possible. Prototyping on boxes is the best. * Once you get literally anything running more ideas will flood your mind. So write them all down instead of concentrating on just a single task. * If you stuck with one idea just jump to another one within the same project. This way you'll find what works. * Dont hesitate to look for references or play some demo versions off Steam and look for ideas. It much easier to see good and bad sides in someone else game and it help to make your one fun. As about technical side: isomorphic map does sound like algorithm problem and not game-engine problem. At least on 2D side that I primarily work with Godot have all you need to procedurally generate scenes and reuse them afterwards.
- dagmx 4y agoFor what it's worth, Godot is actually used quite a bit for gambling machine games. I've got a few friends who work for companies in that space doing the art.
- omoikane 4y agoMaybe not the best example, but Sonic Colors had Godot in it: https://www.reddit.com/r/linux_gaming/comments/pi1ioo/sonic_colors_ultimate_remaster_is_using_the_godot/ https://www.reddit.com/r/linux_gaming/comments/pi1ioo/sonic_... https://twitter.com/falessandrelli/status/1433856957476216840 https://twitter.com/falessandrelli/status/143385695747621684...
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- nrjames 4y agoNot a game, but my understanding is that the 3D elements and renderings of traffic in the Tesla (and Tesla app) is made with Godot.