ninetailedoctopus•

As an avid C# hobby gamedev, I'll wait for 3.0, then give Godot a try. It looks awesome.

17
Welly_Pernus•

I'm kind of looking to move away from monogame, but I have a lot C# code that I would like to reuse.

On the face of it, I kind of like Duality for it's cleanliness, but I can't seem to get started with it! Docs are lacking, and no major projects have been completed with it as far as I know. Godot certainly seems better documented, but I still find it difficult to adapt to what I am doing.

(I'm mostly into procedural generated, turn based, GUI driven type stuff. Old school strategy games and such. I can't seem to wrap my brain around how to do that with a wysiwyg editor :D )

3
FallaynOP•

Whether you use Godot or Unity, the WYSIWYG is "optional" and only for you to use in cases where it makes sense for your workflow.

No one stops you from placing a single empty top node / script once and do everything in code, never touching anything in the GUI if you don't want.

Of course, that doesn't really use the engine to it's full capabilities.

Godot's "whole (sub)scenes can be used just like other nodes in the hierachy, be instanced and inside other scenes" approach is very powerful, however, and seems very useful for any procedural content, so I'd try to keep an open mind and use the UI where it makes sense :)

6
movie-editor•

Thanks for the empty top node tip.

As a veteran programmer, I struggle to fully understand the node concept in Godot.

For example, when instancing a node, what's the Godot way to "construct" an object?

I know _init() method exists, but I'm under the impression that that's not the preferred way to instance a node with initial properties.

1
FallaynOP•

I'll just leave this here:

https://www.reddit.com/r/godot/comments/5c38y8/understanding_classes_in_godot/

https://godotengine.org/qa/9830/handling-classes-in-godot

And yeah, the nodes (+scenes/instancing) are probably the most important thing you have to get really comfortable with as a programmer to use Godot to its fullest, but if you do, the engine is really great to work with.

1
diegomac•
6
ninetailedoctopus•

I am currently using Duality too! I agree, it has a very clean API, and it's such a joy to code in. I just wish the community was bigger, and there are more plugins to choose from.

1
Mattho@rplnt•

It was 15 months ago I've first read this and thought to myself, yeah, I'll try it too once C# support rolls in, thinking it's weeks away. My hope is long gone...

0†
gngf123•

It is part of the 3.0 roadmap, something that has never been "weeks away".

At the very earliest, I would expect 3.0 to be around the new year. It is currently in early alpha testing. Officially, all they have said is "when it is ready".

5
Mattho@rplnt•

Of course. My point is, C# support is always mentioned in any thread related to the Godot, giving the impression it's around the corner. It's not helping anyone, if anything it's making people not want to try Godot right away when they hear a radical new version is coming. I never saw someone say "the C# will be there in two years", but I'm pretty sure I've seen words like "soon" used.

I'm sure everyone is excited, but reading this constantly for well over a year actually killed my excitement.

Another thing I saw repeatedly is the scripting language is "like python" when it's absolutely nothing like python (if you don't consider all languages using curly braces to be the same that is). Again, misleading.

And it's not the fault of the engine or its developers. If I were to look at docs I would see it's not python. If I were to look at roadmap, I would see it's not "weeks away". It's the users, the fans, the community that do this disservice.

4
nilamo•

These guys made Dungeonland. I bought it years ago before it was released for free. Good game is good. Play it.

Godot is also good, try it. (Though that's a little unrelated to Dungeonland)

16
FallaynOP•

Agreed on both counts. :)

6
j1mmie•

Great article, actually got me excited to check out Godot

9
Redsol2•

Godot has been getting a lot of publicity lately, which makes me very happy. I just wish they would announce a date for 3.0

6
HateDread@BrodyHiggerson•

I would be interested in hearing from people who have worked mostly in C++ with Godot. I was hoping to work similarly to UE4, where most things are in C++ with events exposed to Blueprint (GDScript) for designers and artists to extend. Has anyone worked like that? Not looking to do most of my work in script. I've asked around about this before so apologies if you've seen me ask multiple times - just collecting opinions.

Also curious how folks have found the UI systems.

5
FallaynOP•

Honest answer: If you just want to use it, wait 3 to 6 month until Godot 3.0 is out for some time, then try it or ask again. There is a lot of stuff moving (improving) in this area, but the docs are work-in-progress :)

Of course, if you don't want to wait while the community does it's awesome work, you can join in and help by trying out the new C++ GDNative things and how they work and document them, write a tutorial or whatever.

But as I said, as a user, you probably want to wait a little. :)

8
Sxo2F8bWBXZTXZue•

Hmm, interesting view from experienced dev.

2
prvncher•

Seeing VR support really picked my interest. I wonder how they'll handle SDK integration, as it's a bit of a shit show right now, even with the big engine.

I really like seeing an alternative to Unity and Unreal though. I'll definitely be paying close attention to this.

2
Throwaway-tan•

Godot looks like a great engine except, I really don't like the scripting language. Needs C# support before I'll use it, plus needs networking interface (right now limited to HTTP support afaik).

1†
joeka•

They built a high level networking API already and c# support is incoming.

They've also announced GDNative, that should allow easier integration of other languages and libraries. You can see some examples here.

10
FallaynOP•

Wait for Godot 3.0, C# support and networking API incoming :)

If you want a little sneak peek, search "Godot Networking" on Youtube.

6
siondream•

Why don't you like it?

1
Throwaway-tan•

I'm a stickler for typed languages and curly braces.

1
paulthemuller•

Anyone knows how good or bad the support for mobile game development and deployment is ?

1
siondream•

As far as I know it works pretty well on both Android and iOS. Never seen a complaint.

1