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by eropple 1441 days ago
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.
6 comments

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 (which recently added Switch support) for a 3D project for the same reason.

If you want mass adoption, you need to make it financially viable for commercial indies to use your engine, and good luck convincing those people if they know they need to hire a 3rd party company to port to consoles.

Since Godot can't really go the console route, though, they basically need to do the work of figuring out how their users can make enough money on just web, mobile, and/or desktop, and then articulate and successfully sell that solution to them. Steam Deck could help for sure, but it's a big ask

> 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.

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.

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.
It absolutely can. It's just not open sourced.
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.
Seems like they might be reading HN, posted yesterday: Godot and consoles, all you need to know https://godotengine.org/article/godot-consoles-all-you-need-... (discussion: https://news.ycombinator.com/item?id=32119337)
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...

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"?

> 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.

@TulliusCicero

This was posted earlier today by the Godot team: https://godotengine.org/article/godot-consoles-all-you-need-....

The Reddit discussion regarding the post: https://www.reddit.com/r/godot/comments/vzo8tk/godot_and_con....

I don’t think that’s necessary at all, since it’d take away from core Godot development.
Why? It's dependency-free C++. It's easy to port.