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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

#171
I'm very much a hobbyist gamedev, mostly doing small personal projects or game jams when I have the time.

I switched from Unity to Godot in 2016 when 2.0 came out and I haven't looked back since. I find Godot fits so nicely with how I like to make things compared to Unity or Unreal. It has that comfy feeling like Aesprite, sxfr, and bosca ceoil where the tool itself has an artistic expression.

I agree with most downsides that people have in regards to Godot, lacking asset store, lacking in the amount of tutorials compared to other engine, lacking in completed titles at scale, etc.

However for my purposes I've never found these to be a deal breaker, and if anything I prefer being part of the smaller community that Godot has - it feels more grassroots and aligned with my personal values.

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

#172

Earlier quoted context omitted.

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

Okay, and is there an ecosystem that makes it trivial to find, buy and import such assets? How big and well designed is that store? "You can technically do the same thing if you squint" misses the point.

Sure, but there IS such an ecosystem. For example, for 3D, there are sites like TurboSquid, which shows up on the front page of a Google search for "3d model asset store"

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

#173
post #164

Earlier quoted context omitted.

> 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...

MonoGame gets around it by having core team members that grant access to private trees for approved developers. It's not open source, but it's available.

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

#174
post #65

Ugh, not more C#! I hope one of these projects takes off: https://github.com/migueldeicaza/GodotSwift https://github.com/kelvin13/godot-swift Excited to try Godot in a couple of years when it's more mature. Hopefully they can be the Blender of game engines – where it started rough and now is better than Maya or other alternatives.

Why Swift, when searching only, you can see that it performs much worse than C#?

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

#175

Earlier quoted context omitted.

> - 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.

This seems like a good way for Godot to monetize, while keeping core engine development incentives insulated.

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

#176
post #45

Unity is suffering because it can't find a way to make DOTS/ECS first class without completely redoing basically everything. That's my biggest complaint with Unity at this point. So much is built around the GameObject implementation that when you start using ECS you can feel the friction - you're writing a lot more code, you're doing things in a way that feel like swimming upstream, and there's less support + documen…

Godot uses a similar object oriented approach as Unity. For ECS, you might keep an eye on Bevy[1]. It’s still not mature but its team has been making progress. Even Unity and Unreal had to start somewhere.

[1] https://bevyengine.org/

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

#177
post #44

Yes 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...

It's not suprising, he's the same guy who tanked EA's quality

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

#178

Earlier quoted context omitted.

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 requir…

1. This doesn't seem like a big deal. I'm sure there's some legal-fu you could do here to have a 'company' that's the primary contributor to Godot. Wikipedia has a company of some sort, does it not? And Mozilla's a company.

2. So what? Yes, the console-specific stuff has to be kept secret, that sucks, but it's better than not having support for consoles at all.

3. Okay? Godot isn't just being used by "regular individuals", whatever that means, it's being used by people who want to make games and then sell them -- including, yes, companies -- and those people want to be able to publish games to consoles.

That last one is just bizarre. Who do they think their userbase is, exactly? "People who want to make games for PC and mobile but have zero interest in any consoles ever"?

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

#179
post #164

Earlier quoted context omitted.

> 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...

1. This doesn't seem like a big deal. I'm sure there's some legal-fu you could do here to have a 'company' that's the primary contributor to Godot. Wikipedia has a company of some sort, does it not? And Mozilla's a company.

2. So what? Yes, the console-specific stuff has to be kept secret, that sucks, but it's better than not having support for consoles at all. I'd rather have a closed-source module to port to consoles than having no official method whatsoever.

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

#180
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)

Convenience/discoverability, the lack of which results in less people using it, and less people using it means you don't get critical mass.

The important thing here is the network effects, not whether you personally can find some store somewhere that technically fits the bill.

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