Wow such an amazing vid! Im so surprised how much you did im 24h and it was really intersting to hear how it went from an unreal dev perspective! Keep it up snow!
You've really cracked the trick to learning frankly anything. I've seen people try to learn everything about Godot before even writing their first line of code. Just like you, I also learnt gamedev the same way you did and it has made me pretty good at solving almost every problem with ease. Keep up the good work!
Good approach to learning. I learned the hard way through tutorial hell at first. Just really really hard to sit through/do a tutorial on a platformer when your heart is in top-down RPG...etc. Focus on things you want to do and find out how to do it by looking it up or experimenting is better than slogging through things you don't have as much interest in.
My way of explaining Nodes to people is - Godot is like a LEGO set. Each block/Node has it's intended use. Some blocks are meant to be wheels of a car, some meant to be windows... And each node has ready to go functions implemented according to its intended use. You just call those and "it just works".
Me making a 2D citybuilder with tilemaps in Unreal 😅 Godot tilemap system was a good inspiration to make my own in Unreal tho, the built in stuff is very bare bone.
@@Snowshino hey thanks ! Yeah it was one of those times where C++ was needed. Since Epic doesn't focus a lot on 2D, the blueprint calls for tilemaps are a bit lacking.
I love your 1-day Godot review..it's sounds well balanced. I got an idea: when you're not working on your game, why don't you mess around with Godot once in a while? So make it like your 2nd game engine and since it's easy to use you can do prototyping very fast. Anyway great video mate, cheers!
Godot has a different development philosophy, it's always wort to check plugins since the engine is made to focus on core features while community provides the rest - unless you want to program everything. It can handle the cases you mentioned just fine - plenty of examples around. I've recently tried UE and it's also really nice, the sheer level of 3D tooling it provides is awesome.
I really appreciate your thoughts on learning, nowadays I'm following this same idea, unfortunately, it took me a lot of time to get this. Until today I keep questioning if following this "learn just what you need at the time" I'm not doing the best way possible, "missing the right way".
for multiple types of stuff (grass, sand, etc), i think the best way to do that is a terrain on multiple layers, but if you wanna do some really complex tile set with lots of types of stuff with various connection tiles it might be easier to do something with a script to manually place them
1:06 lol, I did that. Is not hard at all, I could even share the project if you want :D I find very interesting your point of view. When godot was created, the original objective was to create a game engine that if someone from the development team that was not a programmer could just do small changes if needed without having such a knowledge gap.
Narrative is awesome, don’t get me wrong. I’ve used it in Unreal and feel the same way. However, I was thoroughly pleased with GDYarn, which is a GDScript implementation on Yarnspinner (which is Unity’s version of Narrative)
The argument of a dialog plugin (?) being one of your biggest reasons for sticking with unreal is kind of odd. There is nothing wrong with it, but you didn't mention you tried anything dialog related in godot. There are multiple dialog plugins/addons available from the asset library, some of which I believe are the most well known plugins for godot. It's just some food for thought, maybe some other dialog plugin would blow your socks off even more :) You are really on point about your learning process, looking for specific help you need is a much better approach than sitting through a course. Good job on the game!
2D dev using UE5 is trying Godot by creating a 3D game. Is like using Word to create calculations and tables and then trying to use Excel to use it as a typing program. Man... to say you miss the point is like saying nothing xD But this was a nice video - good job! :)
Good video but one thing to point out: your wall models faces are facing outwards thats why the lighting on them seems odd. there is a quick way to flip the faces in blender but i dont remember. it will look 100 times better
Did you just say you are a 2D developer?...using Unreal? why would you do that to yourself? TwT EDIT: just finished the video, yeah, I can see why you did that now. I personally was the complete opposite: I have been programming for some years and I am working as a software developer, so having seen a lot of things, Unreal feels extremely lacking when it comes to support for 2D games, it was painful to make a game on it. But for someone who leans more into the design part, I can see how it doesn't influence that much. You did great for your first day! it's amazing. Also, I'm sure Godot can handle your game, even more complex ones, there have been a lot of games made on Godot, check some out :) you will be surprised.
Thank you! I really do appreciate it. I think the only hang up between unreal and godot is the narrative plugin for unreal. It's prob the best purchase I've ever made for my game. The dialogue system is so good and can easily handle multiple endings, quests, complex conditions,etc. I also wish to release my game on the switch and godot currently cannot port to switch unless you pay a third party to convert your game. However. Any side/ future projects will be in godot. I really do like the engine, and I can't wait to use it more. I don't see the harm in using both ❤️
Considering using narrative, do you just use the narrative or quest aspects or have you been able to use it for more than that? Could you make a vid for your favourite aspects? Otherwise make a dot point list of what you find is best about it for your use? ☺️
Yes! I think I will mention all the parts I use in my dev vlog. For my project, narrative is completely embedded into my project. From bits of the battle system, inventory system, cutscenes, checking statuses, and others. Its really the core of my game. Mostly because it's story driven. But I don't think I will make a project without it
I've tried to use UE before and it's too hard, the blueprint system is alot harder to understand, and find stuff you want because of the overload of things you can add, it get's messy, and it makes it hard for me, so I use Godot, I'm making a Christmas game, so... for me Ig I will be using Godot for rn, maybe one day I will try Ue again and succeed
Si el único problema que tiene UE/4/5 con el 2D es que no tiene suficiente herramientas como las de Unity, ahora fue que agregaron gratis el plugin de PaperZD.
I don't really understand the sentiment of "can godot handle this complex game"... the answer will always be yes. The caviat being many things could depend on your knowledge. For example, utilizing shaders effectively for multi-instancing instead of putting unnecessary work on the CPU. There are some really good godot addons for handling dialog systems too.
I don't necessarily mean performance. I more mean how my game mechanics can be built in each engine. For my game especially its a lit easier using unreal data assets and level streaming plus dialogue plug-in. Whereas godot I would have to build a lot of systems on my own which is possible but it will take tremendously longer than what I already have built in my game
I have full confidence that Godot could handle the game you are making. However, since you have multiple people with you and you are mid-project with no real reason to push you into jumping engines, I would agree on the choice to stay with Unreal for your current game. Godot used to have visual scripting but the usage was such a low percentage you could almost say nobody used it. Thus it was removed as it's basically just bloat at that point. Personally I never understood the difficulty going from visual to writing but maybe my mind just approaches it differently than visual scripters tend to.