Thursday 2 March 2017

Waiting for Godot.... Or was Godot waiting for me?

Hey all (anyone that comes here + empty space).

It's pretty obvious that I haven't been doing a heck of a lot in the last few months. Well I'm finally bored with playing games, so now I'm back in a (try) make one, frame of mind.

As I'm sure those of you that use Unity already know that they have finished its final 5th life cycle and now plan to move to a subscription based model. As I mentioned in a previous post, I'm not a fan of the new model. The new model makes it twice as expensive for people like me that have no interest in developing for mobile platforms. Anyway, what's done is done. Now that it's March, Unity will find out if their master plan was as good as it sounded on paper. If you ask me, I think their “new” CEO finally EA'ed the company.....

So I finally decided after some consideration that I should probably be looking into a new game engine (for a backup if anything). Unity is great, but I don't like the path the company has taken and I suspect that this is a prelude to, more “fun” to come.

Looking around the web I got the typical big name engines and a few unknown(ish) ones. I finally found a post somewhere were someone mentioned an engine called Godot. What I found was a free open source engine that pretty much fit nicely next to Blender in terms of available. So with nothing to lose I gave it a go.

The interface resembles Unity somewhat, but took me a while to get use to making a full scene that functions similar to how prefabs worked in Unity. Although this engine could use quite a bit more polish, I think it's the diamond in the rough I was looking for. While it's definitively usable, I kind of feel a few things could be improved on. I'm still fairly new to Godot, so some of this could be my own lack of knowledge on the engine.

-Exposed variables and adjusting things during run time: maybe there is a way to do this in Godot, but in Unity it made debugging and tweaking a lot easier as you could outright see what was going on under the hood while your game was running, and make tweaks without having to relaunch over and over again.

-The animation player: while it is usable, it feels a bit buggy and funky, the FPS setting when inserting your clips feels/is broken as I didn't notice any speed difference when adjusting the value. You can still adjust the time in second value during key frame insertion to change the frame rate. But it would be nice to adjust the FPS value instead of stretching/squishing the timeline.

Those are pretty much the two major things that I had some issues with. Some other minor stuff that I won't bother to get into right now. Overall though, this is a surprisingly good engine, and who can argue about the price/contract?


So~~~~



As of right now I'm in the process of learning how to script in GdScript and generally how to do all the stuff I learned to do in Unity. Thankfully my time in Unity wasn't wasted as I'm having a much easier time learning to use this one. On top of that, this engine has a somewhat simpler layout compared to Unity. It's tilling system is far superior to Unity IMO (Note: haven't tried the latest Unity build yet, but I suspect it won't be as good as Godot judging from screenshots)

My current goal is to remake that god awful platformer I made in Unity, Cat Attack!!! FFFF&M. Hopefully I can improve it more this time around :)