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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

#191
post #185

Earlier quoted context omitted.

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 individ…

> People who want to make games for PC and mobile but have zero interest in any consoles ever I don’t understand why you are surprised by this? By your own admission, nobody that wants to develop for consoles would use Godot, so logically, their entire userbase are people that don’t want to do that.

Can't tell if serious or satire.

There are absolutely people interested in using Godot as a game engine, including using it to make games for consoles. But many don't, because porting to consoles is painful and expensive, apparently involving third parties as a general rule.

Obviously people for whom porting to consoles is a high priority are unlikely to choose Godot right this second, but we're talking about potential users as well, not just the current exact userbase.

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

#192

Earlier quoted context omitted.

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 consol…

Is there a practical difference between "Godot does not target game consoles" versus "Godot does target game consoles, but we can't tell you where or how or help you in any way"?

That's not what we're discussing. From another comment:

> 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.

Not ideal, but better than the Godot status quo.

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

#193
post #89
post #16

Earlier quoted context omitted.

That's a good point, I can edit that for clarity in the article (especially since I mentioned Godot's Patreon support later in the article). I was assuming that the Patreon support didn't amount to full time support for all the devs that contribute, but I don't know if that's true or not. Either way, it seems a lot of people have contributed without sponsorship, but the main devs are (hopefully) compensated.

There are at leasts two full time devs and a handful of other devs on paid projects (by way of Patreon and a few large donations of companies like Epic)

interesting, what is Epic's stated motivation for funding a "competitor"?

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

#195
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…

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

#196
post #103

Earlier quoted context omitted.

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 tho…

That's strange because I can't think of a language with a bigger first party library than .NET. The breadth of System. and Microsoft. is enormous.

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

#197

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

Does it need to be a tool specific to Godot? There are other tools that can do this, for example, have you tried mixamo.com?

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

#198

Earlier quoted context omitted.

Is there a practical difference between "Godot does not target game consoles" versus "Godot does target game consoles, but we can't tell you where or how or help you in any way"?

That's not what we're discussing. From another comment: > 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. Not ideal, but better than the Godot status quo.

Yeah I feel like there are definitely ways around this, technically and legally.

However, it seems they are not compatible with the goals and philosophy of the Godot project. That is their choice to make and if you don't agree with it, then your needs don't match with Godot and you should choose a different project.

I can understand where Godot is coming from. Getting involved with the corporate world is a slippery and corrupting slope and before you know it you'll be partnering with ad and malware companies like Unity is doing. Ok maybe not, but it's still not a decision to take lightly and in a world where everyone is motivated by money it is refreshing to see some communities like Godot and Blender who are doing things their own way.

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

#199
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.

Why? It's dependency-free C++. It's easy to port.

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

#200

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).

It absolutely can. It's just not open sourced.
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