I've just gotten started on my first real project. I dont count following along a tutorial and doing exactly what they're doing as a project. I've a lot of experience with the Warcraft III world editor, but only extremely limited experience with other actual game engines such as Unity. At first it felt kind of overwhelming, I had literally no idea how to make anything appear on the screen. Then after 4-5h of tutorials i'm now in the process of making my very first super simple platformer. I've even stumbled upon videos on how to make pixel art, so i'll be making my own graphics for the very first time ever. And I gotta, say, they actually don't look bad. I'm very excited to see where I end up eventually. I've got a game that I want to make reality, but there's so much information, skill and actual art assets that I lack before I can even start making it, but when that day comes. I'll be ready with Godot.
Am i going the same way? started with scratch. needs to make a 3d game for school. wanted to use unity but i use a cracky laptop and gonna use godot now.
I'm gonna take a lot of tips from how you built the movement system; not getting used to the systems in my game for as long as possible is definitely a unique and potentially incredibly useful development methodology!
Ngl it was pretty reassuring hearing you talk about your productivity struggles. I’m going through something similar with my own project right now, but knowing that I’m not the only one who does that helps a lot. Can’t wait to see what you do next!
wait what 100 hours and you did not get to figure how to change default editor to vscode, just go to top editor bar and find how to change the default editor from those settings/configs. You can find bunch of useful godot extensions on vscode. So please do yourself a favour and change ur editor to automatically open vscode when you click on a script
About like 8 or so months ago i decided to switch to Godot from Unity because well.. y'all probably know why. I had twice the stuff i had from Unity in a month, in Godot in ONE WEEK Currently working on a Metroidvania platformer kind of game, but I want to get all of the movement mechanics down first, then combat/enemies, and then make the rest. Ive posted a bit about this game (titled Robot Run), in small devlogs. However, the devlogs have stopped, but I've got more since then (title screen, pause menu, etc.). If anyone's interested, please let me know! Im new to video game development in general lol, so anything helps
the reason there are so few C# tutorials is because the godot documentation has a single page detailing the differences between gdscript and C# naming of methods, if you follow a gdscript tutorial you'll be able to easily and intuitively do the exact same thing in C# also setting up an external editor literally solves every issue with the built-in editor and takes like 1 minute to configure, the built in editor clearly isn't really made for doing all of a game's programming
I'm almost 2 years late to this party but I've been giving game dev a bit of a bombastic side eye lately and knew Godot was decent so i ended up here. If you havent come across it yet my go to starting video is going to be Clear Code's "The Ultimate Introduction to Godot 4". 11+ hours of entry level concepts and processes for being creative with Godot. (recommended by Luke L. from Linus Tech Tips) While it may not necessarily help you, maybe it will help someone else like me searching these comments in the future. ❤ Amazing video and fave me a good baseline of what to expect despite the updates that have happened since.
Man...teenagers now really blow my mind with how productive they are. When I was in highschool we didn't even have a functioning PC or easy access to the internet so I mostly just hung out at the library. And I'm only 40! I had to spend 10 years in college to get into game development and anyone can just spend a few weeks on youtube now and get a decent education on it. I might sound bitter and I AM a tiny bit but I'm also happy for more education being more readily available.
I started a game with Unity and got really low fps so I moved to Unreal it was ok until I had more Actors inside then I found out that Unreal is faster only if you use C++ the BP is slower than Unity C# so I went back to unity. opened Godot but the structure of nodes vs game object got me confused so I went back to unity
I think the ideal method to create shaders is to no import them, and to create a script that handles mathematical/scripted settings of visual & physics interacting w light on the object. I am not that advanced yet but from what i have learned that is the best method to control objects visuals in any scene.
I can't remember if one of the gripes in this vid was swapping quickly between the scene and the script editor, but if anyone wanted to know, the shortcut is "ctrl" + "F1"(2D) or "F2"(3D) or "F3"(Script) or "F4"(AssetLib)
I worked in game maker for about six months and this is what I learned: making a game have no profit while I'm just alone. maybe I should try more on it or maybe I need to change my learning strategy. I'ts a total mess.
I get the feeling that godot WILL become industry standard despite the efforts from console companies and obviously the entrenched engine providers. Right now even there are so many indie developers beginning to adopt this engine while professional devs get no choice in the matter.
as a GMS2 dev, godot heavily interests me. it just seems so... clean? there's only 2 things that turn me off about the software: gdscript's syntax, and the fact that game objects (nodes? idk the terminology) only have 1 script, whereas in comparison with GMS you have an over-abundance of different events (scripts) where you can put code in, which i find wayyyy more readable as opposed to having everything jammed into one script
I'm looking into game development in the near future, and Godot is already in my Steam library. Can't really beat free for someone just dipping their toes in for the first time. This was a nice overview of what to expect, thanks!
its very true what u said at the end xD Unity Projects feel very fragile. I never had this issue with godot :D It feels more like a playground i can test anything and if something isnt right, i can easily revert it to the working state :D Im mostly in 2D atm and i having a blast. After loosing some projects on unity cause off updates or old packages or idk what xD Did put a lot of effort in a project and now its dead and i cant do anything about that. i guess that godot will get its critical mass like Blender and i also think that the 3D part will improve a lot over the next years :D for me its a 10/ 10 engine atm and i love to work with it :D
I was trying to learn unreal so I asked a question about any good resources to start with, The only comment I got was someone calling me stupid. Godot has been different in that regard.
I just hate the ten minute launch time for unreal engine 5. Plus godot works on linux without a VM or wine, so the smooth experience is even smoother on linux