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by pixelbyindex 950 days ago
> But it's also one of the more lightweight and code-centric game development frameworks out there currently, and I do prefer that to working with a heavy bloated editor like Unity

I also started with XNA, and I quite enjoyed it. But this was back in 2012, and I felt the shift happening. I used Unity for several years, and always felt a sense of confusion when looking at someone else's implementation: should I look at the code? The scripts? How is the project structured? It can be quite a task.

In the last 6 months (shortly before the infamous Unity debacle) I started using Godot with C#. Like many, I can say that I quite like it. Related to your comment though, I tried going back to a code-first approach, and so far I have to say, it's going great. I have managed to create most of my scenes with scripts alone, and as far as I can tell, Godot is made for this. Everything that can be done in the editor can be done in code.

1 comments

That's great to hear. Way back in the day I played around with libgdx and xna and they made sense to me.

The shift to unity killed any desire I had to try to make indie game experiments. The UI was confusing and I couldn't grok it. It just felt so alien to me.

Awesome to hear that you can use godot in a code first way. I might have to try and pick it up at some point when I have free time.