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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

#161
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.

The consoles make this explicitly incompatible with open source though. That could possibly be a separate entity I suppose, or hopefully if Godot becomes big enough the consoles could arrange something.

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

#162

Earlier quoted context omitted.

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

It seems unlikely that'll ever be as useful to people as an official store would be.

Why is that? (I'm not too familiar with Godot or the unity asset store)

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

#163

Earlier quoted context omitted.

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.

Couldn't you just have a bridge library of some sort that's not open source and contains only the console-specific code?

From the official Godot docs:

The reason other consoles are not officially supported are:

- To develop for consoles, one must be licensed as a company. As an open source project, Godot does not have such a legal figure.

- Console SDKs are secret and covered by non-disclosure agreements. Even if we could get access to them, we could not publish the platform-specific code under an open source license.

- Consoles require specialized hardware to develop for, so regular individuals can't create games for them anyway.

Source: https://docs.godotengine.org/en/stable/tutorials/platform/co...

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

#164

Earlier quoted context omitted.

Yes. This is the main and only major thing that is holding Godot back from mass indie adoption. I would choose GMS2 or Unity over Godot for a 2D commercial indie project even though GML is worthless on a resume and Unity has all the Unity problems, because they build to all the consoles. Or Defold, since it is really nice and at least can target Switch. And I would choose Unreal or Unity or maybe even Cocos Creator (…

> Since Godot can't really go the console route Wait, why not? I thought it was a deliberate choice on the devs' part not to prioritize native support for consoles, not something that's actually impossible (since obviously other third party engines do it).

As explained in [0]:

- To develop for consoles, one must be licensed as a company. As an open source project, Godot does not have such a legal figure.

- Console SDKs are secret and covered by non-disclosure agreements. Even if we could get access to them, we could not publish the platform-specific code under an open source license.

[0] https://github.com/godotengine/godot-docs/blob/master/tutori...

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

#165

Earlier quoted context omitted.

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

It seems unlikely that'll ever be as useful to people as an official store would be.

Agreed for the most part, although there is the possibility of one being really polished and catching on.

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

#166
post #162

Earlier quoted context omitted.

It seems unlikely that'll ever be as useful to people as an official store would be.

Why is that? (I'm not too familiar with Godot or the unity asset store)

Mostly trust. Finding it. Usually lacks the polish and presentation an official asset store would have.

Unity's asset store is pretty top-notch and is a good one to compare other asset stores too. Unreal Engine's marketplace pales in comparison.

Link: https://assetstore.unity.com/

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

#167
post #134
post #130

Earlier quoted context omitted.

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.

> weekend project If Godot lets you make games like that in a weekend, then it's lightyears ahead of Unity.

Lot of AAA studios use Unity to prototype games when they have in-house engine.

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

#168
post #80

Earlier 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.

To be fair, the full comment is even more belittling than the sound bite. It’s almost dripping with contempt for those who have a different set of values than him.

It's ironic you say that because as someone who arguably fits in the category he's talking about (see: my bleeding heart comments about Unity's for-profit asset store from yesterday) it feels somewhere between belittling and insulting for people to act like grown adults would really miss what his point was.

There seems to be this "rainman-esque" infantilization of people who put craft before profit that I truly deeply hate. He spoke like he was having a frank, open, conversation. That relies on everyone involved being somewhat mature and not jumping to the worst possible interpretation of everything.

But I don't know, maybe people are right to treat "the creatives" with the kiddie gloves based on the reaction I've seen.

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

#169
post #140

Seriously curious to those in the gamedev community: how does Unity acquiring an ad company materially effect the feature set and platform that Unity currently provides? Is it one of those "Unity has been going downhill in slow-mo for years now and this investment is proof that they aren't interested in fixing real issues that indie devs have--writing's on the wall..." type of thing? From the outside, just seems like…

As someone who has a mortgage and children to feed ... Unity acquiring an ad company is encouraging. For years now Unity seemed to be lost and directionless; having them merge with an ad company shows that they're serious about focusing on creating a product that will help developers turn a profit.

But you won't hear many "indie" developers say as much, because making money is uncool.

That said, IronSource is sketchy as hell. I'm more concerned about _who_ they merged with then that it was an ad company.

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

#170

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'…

Indeed. People think of Unity as a game engine and it's really not. Unity is a service provider, whose major services is the asset store, analytics, ad platform, and so forth. The game engine and editor is just the hook. Most long-term Unity developers have a toolkit of assets that massively overhaul the engine, anyhow; and Unity leans into that.

Godot is an interesting engine and editor, but that's not enough to make me switch. Show me the ecosystem of services and tools that surround it, and how _utterly trivial_ they are to access, and I might consider switching.

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