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It’s time to make that indie C# game in Godot

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Re: It’s time to make that indie C# game in Godot

#142
post #21

The problem with Godot is still it's age, and the lack of proven projects which many people are working on at once. Myself and plenty of others at small or above size studios would have to make a huge leap into Godot and hope you don't run into any scaling issues. Not just from a project point of view, but integration on the artistic side. LTS versions of Unity despite the known "un-fun" of it, are stable in a sense.…

Remember when fun and popular games were made by very small teams taking a chance? There was a particular whimsiness about them that I miss.

Those teams still exist but now they get drowned out by the enormous number of new games that poor into the space month after month.

Re: It’s time to make that indie C# game in Godot

#143

I'd also recommend people check out Defold: https://defold.com/ I'm not a game dev, but its the engine King uses that they completely open sourced, and I think it can be a good alternative.

Maybe that's typical in gaming situations, but it has a weird license: https://github.com/defold/defold/blob/1.3.4/LICENSE.txt ("the Defold License version 1.0")

Re: It’s time to make that indie C# game in Godot

#144
post #103

Earlier quoted context omitted.

Do you have an actual specific disagreement with c# or are you just venting because you are not familiar with the language? C# is a robust language with a lot of features like lambdas pattern matching etc. I also find that most of the people who know Swift are Apple developers, so I feel like there isn't a broad enough appeal especially for game devs who are going to be more Windows or Linux centric.

Yes, I know C# reasonably well. I use it in Unity for game development, where it is the only option. C# is better than many alternatives, but Swift is simply a better language in every regard. C#'s GC is a constant issue for games, and it makes using things like LINQ nearly impossible since it does so much allocation. Swift is designed around automatic reference counting instead. C#'s structs work weirdly and are har…

My experience with C# has mostly been working on a personal project WinUI desktop app, and my biggest peeve has been reaching for something I use regularly in other languages only to find that it doesn't exist, and the solutions offered up by googling are usually, "well you can write your own implementation", "[huge utility library] offers that", or "don't do that it's not idiomatic/performant/etc". While none of those are showstoppers they slow development down and act as a source of frustration.

Re: It’s time to make that indie C# game in Godot

#145

As much as I'd like to use Godot, there are two features missing that I really don't think I could do without: - Asset store. I totally get it, handling payments, curating, etc. are a huge task... but man, I'm a coder, and I don't have the funds to pay an artist or a musician full time. Being able to just go buy a pack of trees for $20 or something is a huge timer saver. - Animation re-targeting. It seems like there'…

> - Asset store. I totally get it, handling payments, curating, etc. are a huge task... but man, I'm a coder, and I don't have the funds to pay an artist or a musician full time. Being able to just go buy a pack of trees for $20 or something is a huge timer saver. Heh I mentioned this in another Godot thread a few days ago. It sounds like a potential YC funded startup for anyone inclined and something that could be w…

This doesn't sound like a good VC backed company. Bootstrap it, make healthy profits and grow at a normal pace.

Re: It’s time to make that indie C# game in Godot

#146

As much as I'd like to use Godot, there are two features missing that I really don't think I could do without: - Asset store. I totally get it, handling payments, curating, etc. are a huge task... but man, I'm a coder, and I don't have the funds to pay an artist or a musician full time. Being able to just go buy a pack of trees for $20 or something is a huge timer saver. - Animation re-targeting. It seems like there'…

"Animation re-targeting."

Yeah, that'd be cool. However, there are tools like Mixamo by Adobe that provide lots of pre-made animations.

As for an asset store for paid assets, there are already a few 3rd party sites for this.

Re: It’s time to make that indie C# game in Godot

#147

As much as I'd like to use Godot, there are two features missing that I really don't think I could do without: - Asset store. I totally get it, handling payments, curating, etc. are a huge task... but man, I'm a coder, and I don't have the funds to pay an artist or a musician full time. Being able to just go buy a pack of trees for $20 or something is a huge timer saver. - Animation re-targeting. It seems like there'…

If you're just talking about some models or sprites, can't you just buy them wherever in any file format Godot supports and import them? Ok, you might have to spend a bit of time wrapping them in Godot's nodes, but it seems like that would be quick and trivial

Re: It’s time to make that indie C# game in Godot

#148

As much as I'd like to use Godot, there are two features missing that I really don't think I could do without: - Asset store. I totally get it, handling payments, curating, etc. are a huge task... but man, I'm a coder, and I don't have the funds to pay an artist or a musician full time. Being able to just go buy a pack of trees for $20 or something is a huge timer saver. - Animation re-targeting. It seems like there'…

> - Asset store. I totally get it, handling payments, curating, etc. are a huge task... but man, I'm a coder, and I don't have the funds to pay an artist or a musician full time. Being able to just go buy a pack of trees for $20 or something is a huge timer saver. Heh I mentioned this in another Godot thread a few days ago. It sounds like a potential YC funded startup for anyone inclined and something that could be w…

There's a few private/third-party sties that serve as a marketplace for paid Godot assets.

Re: It’s time to make that indie C# game in Godot

#149
post #130
post #3

With 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

Godot is an amateur project compared to Unity, it's not even close. What game actually shipped on Godot? I can't cite a single major game on it. https://godotengine.org/showcase Looking at any of thoses games looks bad tbh it's like weekend project / low indie games.

Sonic Colors: Ultimate, made by Sega.

Here are some other games

Carol Reed Mysteries[53] (since 2021) Commander Keen in Keen Dreams (Nintendo Switch port only) Cruelty Squad Deponia (iOS and PlayStation 4 ports) The Interactive Adventures of Dog Mendonça & Pizzaboy Hardcoded Kingdoms of the Dump Sonic Colors: Ultimate

Re: It’s time to make that indie C# game in Godot

#150
post #3

With 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

Godot is really cool, but a clear and publicly delineated path to console distribution (and not "go talk to these guys", as they currently do) is going to be necessary to get material interest out of most of the gamedev space.

I'd love official console support but it's not possible being open-source. Porting it yourself is an option, but not many will be inclined to do that and would have to opt for paying a third-party to do so.
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