Hacker News new | ask | show | jobs
by strix_varius 57 days ago
Meanwhile, if you have more than 32 or so colors in a palette swatch, the color picker becomes permanently unusable for your project.

Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in one and to always replace it with a well known, much better add-on, and then to have to remember to avoid all the built in UI nudging you towards the built-in one.

Such a weird foundation for a project. Tons of hype but not a lot of successful games relative to usage.

2 comments

> Such a weird foundation for a project. Tons of hype but not a lot of successful games relative to usage.

Road to Vostok. Dev jumped the Unity ship and remade the game in Godot, seems to have gone pretty well.

Directly from the dev of that game, who - since so few successful games have been released with Godot - often has random people point to R2V as an example:

> this game is far from being the "Godot 3D Showcase" game since I hardly even use normal maps and most of the assets are just low-poly shapes without any modern techniques (like PBR or photogrammetry)

Have you followed the development? There's not much the game can offer
Slay the spire 2
So... One sequel that was a guaranteed success from day one, using any technology?

Slay the spire is also one of the least demanding games, in one of the least demanding genres, for a game engine. In fact the devs specifically pointed this out in their article a year or so back when they discussed testing Godot for viability.

This should shut up every doubter. Absolute Peak game.