It’s time to make that indie C# game in Godot
121–130 of 228 posts
Re: It’s time to make that indie C# game in Godot
#122Re: It’s time to make that indie C# game in Godot
#123Earlier quoted context omitted.
He didn't say that. "mobilegamer.biz" is betting on you not reading before getting outraged, and it looks like that paid off.
Full quote for context: Riccitiello: Ferrari and some of the other high-end car manufacturers still use clay and carving knives. It’s a very small portion of the gaming industry that works that way, and some of these people are my favourite people in the world to fight with – they’re the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots.
Re: It’s time to make that indie C# game in Godot
#124I personally find the approach of nodes everywhere a bit odd.
In my mind, you'd typically use nodes for objects that are supposed to represent some sort of an object or concept within the scene, whereas the scripts would be the ones that actually give said object any number of behaviors, such as a certain group of functionality per script.
So you might have something like the following:
EnemyObject
PathfindingBehavior
ShootingBehavior
TalkingBehavior
Unity kind of vaguely got that "right" (e.g. in a way that's subjectively intuitive to me) with its component system.Whereas in Godot you can only have one script per node, which would mean that in practice I'd have something like:
EnemyObject
PathfindingObject
PathfindingBehavior (attached script)
ShootingObject
ShootingBehavior (attached script)
TalkingObject
TalkingBehavior (attached script)
It kind of feels like it would be nicer to be able to attach a number of scripts to the object that I actually want to control, instead of having Nodes that I don't really see much of a use for, apart from them being script containers.Of course, maybe that's just because I'm used to the GameObject pattern that Unity uses, an entity-component system (of sorts), though that implementation has gotten a bunch of critique as well, with DOTS apparently being a better ECS approach, though also unfinished in certain aspects.
Just felt like sharing my thoughts on that particular aspect, which some might find curious and which might take a bit of getting used to (though personally not having a separate "prefab" concept and instead having more or less everything be a node is also pretty freeing, I have to say).
With a bit of love, using C# could also be pretty amazing, since GDScript does have certain limitations (performance comes to mind, for when you need it to be decent for number crunching but don't want to/can't use C++ due to knowledge or other restrictions, C# has your back there) and curious design choices (the integration with the engine is super nice and the Python like syntax is great, but having to define singletons in the editor IIRC is a bit silly https://docs.godotengine.org/en/stable/tutorials/scripting/s...).
Re: It’s time to make that indie C# game in Godot
#125Earlier quoted context omitted.
Full quote for context: Riccitiello: Ferrari and some of the other high-end car manufacturers still use clay and carving knives. It’s a very small portion of the gaming industry that works that way, and some of these people are my favourite people in the world to fight with – they’re the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots.
Full quote doesn't make it better in the least
Re: It’s time to make that indie C# game in Godot
#126I have been a Unity dev for years and my main reason for using it is that I can build to most platforms with relative ease from the one engine.
Re: It’s time to make that indie C# game in Godot
#127Yes indeed, it's time to move from Unity to something else because I don't want to pay for that kind of people's salary: > Devs not baking monetisation into the creative process are “fucking idiots”, says Unity’s John Riccitiello https://mobilegamer.biz/devs-not-baking-monetisation-into-th... If he talks in public like that, imagine how this guy talks to his employees behind closed doors...
Re: It’s time to make that indie C# game in Godot
#128> It’s no secret that Unity is painful to use: it’s slow to open, and it often pauses to re-scan the entire project while you’re trying to work Is this actually true? I always figured Unity's selling point was being lighter and easier to use than unreal. Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product.
I'd say that yes, at least in the last 5 or so years.
I decided to make a scene which would contain a single copy of every single model that I'd like to use in a project of mine, for checking the textures, how lighting works, the scale of everything etc.
By the time I got to around 200 different objects (no high poly ones, by the way), it took like a minute to just open that scene.
Re: It’s time to make that indie C# game in Godot
#129>You can also use C#’s events, which are strongly typed, but if you need to interface with node events, you should use Godot’s signal system. Nope. Nope. Nope. Nope, I wasted 2 hours of my life trying to get these signals to work in GD script. I'm going to try some other open source engines, but trying to jerry-rig an extra language on top of a relatively immature engine isn't a very good idea. Now I imagine if Micro…
It's MIT and fully written in C#.
Re: It’s time to make that indie C# game in Godot
#130With 4.0 getting more and more advanced features [0] and Unity merging with an Ad company [1], Godot is looking like it could be an attractive proposition for a lot of Unity shops. [0] https://news.ycombinator.com/item?id=32003065 [1] https://news.ycombinator.com/item?id=32081051
https://godotengine.org/showcase
Looking at any of thoses games looks bad tbh it's like weekend project / low indie games.