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by SXX
1433 days ago
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Okay I will share some of my own experience over almost 2 years working with Godot / GDScript. We're building 2D pixel art game for Steam. We're fully funded by publisher and have a team of 10 people with 3 programmers. We have around 100KLOC codebase with a lot of game mechanics. Primary downside of using Godot for commercial development is lack of official console support. Everything else will vary from project to project since every game is different. Godot have bunch of weird limitations, lack of proper virtual filesystem (e.g boost::filesystem anyone?), really shitty profiler, some weak UI / UX in editor some of which can be easily compansated by using VSCode. At the same time I can certainly say that you can make proper commercial game using Godot. Engine is stable, performance is not the best, but okay. Will it work for everyone? Probably not, but again it works for us. PS: I also glad to advertise few Godot projects that are not mine, but I find them really enjoyable (check profile if you curios about project I work on): https://store.steampowered.com/app/1637320/Dome_Keeper/ https://store.steampowered.com/app/1953670/Quetzal/ |
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What exactly can be compensated for with a code editor? 75% of the value of a "modern engine" is in its tools... with something like Unreal it may be close to 90%. Level editors, object browsers, geometry editing, animation editors, rigging, particle editors, material and UV editors, physics/navigation/ai system and their editors... the list goes on and on. Gameplay code is something you'll either do in visual scripting (UE blueprint) or in an external IDE. Any engine-level coding will be done in an external C++ IDE (Visual Studio). So... I can't imagine what exactly VSCode compensates for?