The community needs more tools and features. The assets stores are lacking too. Need some community collaboration more too. Simple base projects the community can expand upon. The company should make a better roadmap and features needed. Blueprint out schemas and naming for people to pick up and build
I think the passion comes about with the open community, which is usually a direct result of being open source, where many get the sense that they are a part of something and not just using it as a tool to get things done, after all, any of us can improve the Godot engine to be better and get more done to what we want, it also builds a lot of trust with it being open, especially now with everything that is going on with Unity. There's a lot of talk that Godot could become the game engine of rendering engines like Blender became, that started with modest beginnings and ended up dominating the market, the foundations in Godot are in place that with enough time, investment and work, Godot could achieve such status.
First 3D, then games.. What's next on the FOSS Chopping block? Mwuahaha! Maybe we can convince the poor people working with adobe stuff to come work on davinci resolve or something similar..
I love your passion in this video 🎉😊. I believe open source is a passion. Built by the people for the people! You'll never own Unity or Unreal. But you can call Godot yours. If we see the Rise of Blender we are seeing the same thing with Godot 4+. Unity will be regretting showing their true colors and losing everyone's trust. Every time corporations think they got a monopoly they'll do this.
Very professional video, sad to see only ~700 views on it. This definetely deserves more.😢 Keep up the good work. Also still waiting for a dynamic camera tutorial.😉
Thank you! I'm really slow at making videos right now due to some life circumstances, but I hope I'll be able to speed up production soon. I'll make sure to add the dynamic camera tutorial to my list.
Unity refugee here. I've never been so excited to subscribe to a RU-vid channel. I'm finally getting excited to start all over again - looking forward to what you do next!
DX Studio is my first engine but it went away about 13 years ago. I used to make a lot of great stuff with DXS but havent made a game in over a decade. NOW Godot is my new engine of choice and I believe I can create fantastic things with it. I'm very much looking forward to Godot v 4.3 !!
Great video! I've been using Unity for half a decade now and have had no real motivation to move engines until recently. I am looking forward to see the growth of Godot and can't wait to try it out when I (finally) have time!
I've just recently discovered Godot myself after a couple years of casually picking at Unity in my spare time with only modest interest. I thought Unity was just how engines were supposed to work, but like you I clicked immediately with Godot and have been enjoying it hugely. I think it's no surprise that it's basically move to #3 in the stack of general purpose engines in popularity so quickly, and I think it's not going to be long before it just explode. The thing Godot hasn't had, not *yet*, is a truly big hit game to put it on the map like UE and Unity. I don't think for a second that that's a reflection of the engine, just the time needed to develop combined with a smaller dev pool to trip that Law of Large Numbers inevitability of the right circumstances coming together (right dev, right game concept, right set of dumb luck). Once this happens, even once, and you get that "wow, that was made with Godot?!" effect on some game that knocks it out of the park, I think devs will flock to this engine in droves.
I don´t like programming at all but as an artist who wants to make videogames I kinda trick all "the code thing" using no code engines construct/gdevelop/tyranobuilder/rpg bakin/maker but I was super exited to see a "visual scripting" inplemented in Godot... until they take it down in version 4 :P Having to learn code is still a big turn-down for me but I always loved Godot like A LOT. I guess now is an excellent time to start learning since so many devs will start learning it, I guess YT will be full of tutorials +plus Godot always reminded me of Blender, little Davids fighting massive Goliaths, we need to support them :)
I like your analogy, and that's always been the goal of Godot. I'll be covering art-related stuff on my channel too, and while I'm not a great artist, I have a somewhat systematic approach to it that may still be valuable. I'd definitely would like to hear your thoughts when I make those videos!
Fully agree on "what Godot still needs". After the Unity debacle I tried to get into Godot but so far I feel like its simplicity is also a huge detriment because while each individual step and concept is super easy to understand and straight forward, it also leads to rather inconventient workflows in my opinion. The node system is a prime example. You only have to learn this one concept and basically know the entire engine but I personally found it to be extremely cumbersome to define individual objects as their separate scenes and every time I want to modify something I have to switch tabs back and forth. Maybe I just need to get used to it or some UX improvements could alleviate the annoyance with the system (like being able to directly edit a scene in another scene aka modifying your player scene in your level scene for example).
Learning C#, strongly considering using Godot as a hobby. Always wanted to try and make a cool 2D rogue like class base system game. Hope Godot does well from this Unity situation.
I came from Unity and I love Godot. I was thinking of giving Wicked a try, but there's not really a community and I hate C++. So I ended up in Godot and so far, I haven't missed Unity a single second.
Huge Godot fan here. Absolutely agree about the annoying container system. Aside from that, I've been extremely happy with the engine. Right now I'm running code in the editor (via tool) so that I can better lay out towns, etc in design mode. Just an amazingly powerful product.
Open Source software is the future. If there is a piece of software that is open source and useful, you can make sure it will last forever because some dudes on the internet will maintain it like their life depends on that. If Godot team stops maintaining the Engine the community will create a new git repo called OpenGodo' and keep maintaining it.
Yeah, it's going to be VERY hard for Godot to pully any sort of stunt like Unity is doing. Worst case, the Godot development fund is actually outed as a "scam", but that doesn't mean game studios have to shut down because all the sudden they owe Godot royalties.
i love godot so much. it was the first one i had ever tried, and i'm glad, because i'm honestly not sure i would have kept going if i had tried something else first. i'm probably just being dramatic but i've tried others (such as unity) and found it boring and very hard to stick with for very long. i feel like the structure of godot is just so natural to my brain lol
Nice video, I'm interested in a game engine to make a ludo game along with Chess & a card building deck game but I can't code so as Godot doesn't have visual scripting like Unity/UE wasn't sure. Does it have tutorials on these game on any of these games If you could link few or something I could follow & create would be awesome thanks.
I've been programming for 40+ years, but I never wrote a game by myself. I've been blue printing a game idea for over a year and was just about to start on Unity, but with recent events, I'm going to use Godot 4.1. The documentation seems to be missing on 4.1 on how to transfer a game to a quest, so you might consider that as a topic.
If you see something missing on the latest version's docs, chances are that the previous version's docs covers that and it's still appliable for the latest version. They seem not to prioritize updating an article to the latest version if it still holds up.
Godot is #3, after Unity and Construct. I'm very excited for its future, a lot of people are talking about the D&D license brouhaha, but I'm thinking more of the parallel with EAGLE v. KiCAD.
I'm not familiar with EAGLE v. KiCAD, but I believe Godot should be immune to controversies like that, unless leadership drastically changes. Being FOSS (free and open source) makes it harder for drastic monetary changes to happen anyway.
Yep, I have heard about it. I believe Godot was heavily modified to make it work, but it's probably the first AAA title we know of using the engine. Definitely hope to see more.
I think I'll be using the C# -- it's similarity to Java and C++ makes it easier for me to understand and reason in. I started trying to make my own engine, then tried JMonkeyEngine (with a break to mod Minecraft), then UE4 and Unity lesson and a making a game in Unity, now Godot.
Python-like syntax al'a GDScript is unwritable for me (I need my semicolons and brackets) but thankfully that's optional. Other than that, I love pretty much everything about godot and already built some stuff on it! 😁
I few years back, I decided to restart my game project because I code the game into oblivion using flash (believe me, it became unworkable), anyway, when I was looking for a new engine, I looked up godot, unity, unreal, gameMaker and multimedia Fusion... Guess which one I choose?
I dabble in unity for a week at first and found the system way too cumbersome and I just wanted to make a 2D game so I did a bunch of research and chose Godot No regrets
Eh, I can take or leave official addons. Blender does this weird thing where it has addons, like Node Wrangler, that pretty much everyone turns on in a fresh install and every tutorial tells you to use, to the point I kind of wonder why it's not just part of the base program.
Dude, how do you not have more subscribers?? I loved this video and how clean and clear your points were. You didn't dilly dattle with random things to make the video longer, you kept interest the entire video. You have a bright future with this channel, your timing could not have been better! Wish you luck my man!
It's in literally exactly the same situation that blender was in 10 years ago. Nobody believed in it, people preferred proprietary software, but open source will _always_ win out in the end. It's an inevitable effect of capitalist corporations' need for continual growth matched with the inevitable dissemination of knowledge to enthusiastic hobbyist programmers.
I switched over from Unreal a few months ago, because, as much as I love Unreal and the power it gives me, everything becomes such a slog in it. UE is really designed for bigger teams I feel. “It's quick to whip up simple things in Blueprints” - I guess only if you're not a programmer? I can get stuff done in GDScript at least twice as fast as BP, and the Unreal flavor of C++ is even more of a time sink due to byzantine tooling and poor API design (not to mention crashy). I can get a good-looking, performant demo up faster in UE than Godot, but anything past that stage, it's simply no longer the best choice.
Yeah, that's how I feel too. I liked Godot because it was simple enough that I wouldn't have to spend extra time learning the nuances like those. In other words, I wanted an engine with low overhead.
Blender also slaps! Unreal Engine is something I'd like to learn more one day too, but I would really like to push Godot to its limits so it can grow as an engine. Unreal doesn't really need that as much.
I was literally thinking about how one does 3D Cutscenes today. We need a tutorial on that, because almost no one has actually completed a 3D game in GODOT that was released commercially. So there are very few examples to look at for what things are truly possible on the 3D side.
Yeah, there's definitely stuff out there, but it's very limited right now (I also don't think Sonic Colors was built from the ground-up in Godot, but I could be wrong).
@Dead_Last Technically, yes. But it still isn't full 3D with 3D characters, polygonal environments, water and fire simulation, effects, and 3D animated cutscenes. A project of that type has been done countless times in Unity and Unreal, but has yet to be accomplished more than a handful of times in Godot, from everything I'm aware of. I'm hoping 2024 is the year that will finally change.
Lol, Godot runs like a 40-50% slower runtime compare to the same game on Unity with the same rendering view, compile size for minimal games is about 100 mb for Win, it's really huge amount of unused assemblies etc. Scripting is kinda the same, and Node system is sometimes weird, so like UE4/5 or Unity are much more detailed and logical.
I hear you. Unity and UE will definitely inch Godot out on performance, as they are more mature and industry-battled engines. But I don't think the performance of Godot is that bad that it'll slow games to a crawl. I think the biggest bottleneck that Godot will face will be the graphics - I have heard about shadows being slow and whatnot. But I don't think the bottleneck will be the scripting unless you plan to instance thousands of objects in your scene. Optimization is both the engine and the dev's responsibility. I know your comment is contrary, but it's good to see other takes like this. We should be non-biased.
Yep! All my videos from this point forward will have official English subtitles that you can turn on/off through the normal RU-vid subtitle feature. I still think I'll use text as an engagement element on videos, but I won't use them in place of subtitles, and I'll reduce the use of them.
you're waiting for godot to beat unreal, i'm waiting for it to beat qt. i focus on UI dev for godot. and let me tell you, with the right features, godot can overtake many businesses. it just needs to become more mature on the UI side. i think one big downside of the engine is that doing anything serious in it will require a deep knowledge and a big chunk of pre written code to make up for what's godot lacking. after that it will be great. another big downside is the lack of experimental tag. a lot of features are experimental, but they're left there for people to use them without that knowledge. they get fucked over.
IMO, GDScript falls apart when you start using third party libraries. Lack of proper auto complete, lack of strong typing, no interfaces, no overloads. It all contributes to a lack of DX. Especially after unity and unreal, you start to feel that you need to keep more things in your head, and when you're working with multiple big libraries it can get to you quick. There's always C#, but it has way too many drawbacks in the current state of Godot.
Yeah, I would agree the intellisense needs work. I think part of that is just Godot's internal script editor, but it's also the language being duck-typed. I'm curious to see what you think the drawbacks for C# are, because I haven't seen much other than just a lack of adoption overall.
@@codernunk Yeah, idk maybe I should? I use unreal for its graphical capabilities but I only make small indie games. I will check out godot then. Thanks RU-vid for recommending this video!
While I wouldn't have said it that way, I think people tend to shy away from scripting languages due to fear of introducing bugs. I think in a lot of ways it depends on the scope of the project, and if you are able to make things modular, you can reduce bugs that way.
You'd be surprised. It's not the perfect system, but I think the design around it is great. I omitted it from the video, but I was thinking about Tailwind CSS when making that statement. It handles element organization well, such as centering content and the like.
very good video, but the tiktok-like subtitles were honestly distracting me from the point. it feels like being talked down to. your video has more than enough substance to keep the attention of the viewer, it doesn't need this (which is a good thing)!
Strong personal opinion: both Unity and Godot suck. Well, not the actual tools (engines), those are quite decent. Unity is clearly better than Godot both in terms of community support and also features. What I meant with that initial take is they both suck as companies. Even though Godot isn't its own company but it's owned by W4Games, you get what I'm saying. Unity sucks cause is has a shitty board made by awful people who more recently have done tricks to their EULA just to get more money, legal or not legal that's scummy to say the least. Well, I think there is no reason for me to try explain other reasons why Unity sucks, you probably already know. While what many people need an explanation about, is why Godot sucks. It does because it's basically a scam given what most (unconscious) people value it for: being totally free. Well, it raised over $8,5M in donations to make the engine and after a ridiculously brief time given that amount of money, the CEO of W4Games comes out to say they need more money or the development process of Godot will drastically slow down. And I mean, it might be free for you, but I can argue that it is not for all those people who have took money of their pocket just to see those money managed as bad as they could have. Yet now everyone seems to have erased that from their memory or something and they somehow trust Godot as a company more than they would trust Unity. But I guess many of you reading this aren't game devs, since watching a couple of tutorials and simply experimenting a tiny bit doesn't make you one. There has been loads of uninformed opinions on the Unity fee topic from people who have nothing to do with this space. So that would explain why it seems almost nobody was up to date with what happened with Godot prior to Unity's fees. Godot in some ways feels like Star Citizen tbh. Despite the team having massive funds, they're still not delivering. I'm just happy that I only got scammed with Star Citizen back then (not a nice thing ik, but I was young and dumb) but wasn't dumb enough to also buy into Godot. Even though I could have, given I've heard of this engine before some of you reading this message even knew what a game engine is. So I very much could have been one of those that "invested" (lost) money into this project. Luckily for me, I am not. My point is, if you only care about trust you shouldn't choose any of these 2 engines, there are for sure better ones out there for you made by other companies which (at least until now) have not fucked up as badly as these 2 have. But between these 2 options only, I guess Godot is a better pick, just cause it's less bad than Unity. If you don't give a f* about trust and only care about tool, you should stick with what you know and what you have experience with unless you feel like you've grown past that engine's potential and it's limiting you (very unlikely to happen if you're an indie dev). If you only consider these 2 options and have no prior experience with any of them, then Godot definitely is NOT a good pick in terms of features. Not even if you are just getting started with game dev, let alone if you have a prolonged experience and are looking for more serious projects. Whatever serious might mean to you. So if you look for features, Unity is a better pick (never thought I would have said that btw). At the end of the day, you put your trust where you want, I just wanted to give my pov. Maybe some of you might find it useful as it's not quite one of the many uninformed opinions, (despite my will) I've took the time to actually try both of them with at least a couple of small projects each as recently as 2/3 months ago. Well, I've took a few minutes of your life and now I'll leave. Farewell.
I'm sorry to hear that you were scammed by Star Citizen, and I understand the hesitancy for Godot. I agree that there's a desire for more transparency from the Godot leadership, but I don't think it's a scam - at least we don't have to contribute any money to it if we don't want to. Let the community prove the engine has what it takes, but also hold the leadership accountable. Plus, as a former senior software engineer who worked at a large firm, spending a lot of money and time and not getting much done is pretty common. Requirements change all the time, especially with multiple stakeholders, and sometimes production-breaking issues come up that need immediate attention. I hope you find what you are looking for in another engine, and best of luck!