Welcome to an exploration of the Godot game engine, a tool I’ve been using for over a year. Initially, Godot seemed like a mysterious platform with its node-based structure and charming robots. However, after experimenting with various game styles, including 2D, 3D, shaders, and networking, it has become a familiar and comfortable environment for game development.
As I reflect on my first year with Godot, I ponder whether it remains the impressive engine I initially admired or if its flaws have become more apparent. Let’s delve into the pros and cons of Godot, sharing my personal insights and addressing some common critiques.
Godot’s node-based structure is a standout feature. Every object and scene is a node, and these can be nested to create complex structures. Initially confusing, this system has proven to be one of the most efficient ways to develop games. Unlike other engines where repetitive tasks are common, Godot allows for reusable components, like hitboxes, across multiple objects.
While Unity boasts a plethora of tutorials, Godot’s resources are more limited, especially for niche topics. The official manual can sometimes be vague. However, the community is growing, with new channels like Game Development Center and Garbage providing excellent tutorials that enhance the learning experience.
GDScript, Godot’s scripting language, is another highlight. Although it may not match the speed of C++ or C#, I’ve never faced performance issues. Its syntax, a blend of Python and Lua, is intuitive and easy to read, making revisiting old projects a breeze.
Godot’s 3D capabilities are somewhat lacking. Features like level of detail are absent in Godot 3.0, requiring manual implementation. While stylized games perform well, hyper-realistic games might struggle. There’s hope that Godot 4.0 will address these shortcomings.
The Animation Player node is a powerful tool, allowing for the animation of nearly anything in a user-friendly manner. It significantly reduces the time needed for creating cutscenes and effects, enhancing the overall development process.
Let’s briefly touch on some common feedback:
Despite its limitations, I remain fond of Godot. Constraints often lead to innovative solutions, as demonstrated by classic games like Ocarina of Time. I encourage you to explore Godot and expand your knowledge.
I’d love to hear your thoughts! What features do you appreciate or dislike about Godot or other game engines?
A heartfelt thank you to my Patreon supporters for making these insights possible. If you enjoyed this discussion, please like and subscribe to support the channel. Join me next time for another game development adventure!
Engage in a hands-on workshop where you’ll create a small game using Godot’s node-based structure. Focus on building reusable components and explore how nodes can be nested to form complex game elements. This will deepen your understanding of Godot’s architecture and improve your efficiency in game development.
Participate in a coding challenge using GDScript. You’ll be tasked with solving a series of problems that require you to write and optimize scripts. This activity will help you become more familiar with GDScript’s syntax and enhance your problem-solving skills in the context of game development.
Conduct an exploration session focused on Godot’s 3D capabilities. Experiment with creating a simple 3D scene and identify the limitations and strengths of Godot’s current 3D tools. Discuss potential workarounds and improvements expected in Godot 4.0, fostering a deeper understanding of 3D game development challenges.
Follow a guided tutorial on using the Animation Player node to animate various elements within a game. Learn how to create smooth transitions and cutscenes, and understand how this tool can streamline your animation process, ultimately enhancing your game’s visual storytelling.
Engage in a community resource hunt to discover and share valuable Godot tutorials and learning materials. This activity will help you identify reliable sources of information and connect with the growing Godot community, addressing the challenge of limited educational resources.
Sure! Here’s a sanitized version of the transcript, removing any unnecessary filler words and maintaining a clear and concise format:
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This video is brought to you by Squarespace. I’ve been using Godot for over a year now. What once was a mysterious engine with nodes and cute robots has become a comfortable work environment. From 2D to 3D, I’ve experimented with different styles and genres of games, even delving into shaders and networking, which I never thought I’d be doing in my first year.
Now that this first year with Godot has come to an end, how do I feel about the engine? Is it still the wonderful engine that I fell in love with, or has the honeymoon period worn off, exposing its flaws? It’s time to get your critiquing caps on and see how I really feel about Godot.
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Now, let’s dive into my pros and cons about Godot. I’ll share what I like, what I don’t like, and a couple of common complaints or tips that I either agree or disagree with. This is my opinion, and there are still things in Godot that I have yet to explore.
**Pro #1: Node-Based Structure**
Godot’s node-based structure is unique. All objects and scenes are nodes, which can be nested to create more nodes. It did confuse me at first, but now that I understand it, it’s one of the most efficient ways to develop a game. I can’t tell you how many times I had to redo tasks in other engines, but with Godot, you can create a hitbox once and use it for multiple objects.
**Con #1: Lack of Educational Resources**
There are thousands of Unity tutorials available, but for Godot, if you’re looking for something obscure, chances are there may not be a tutorial. The manual can also be vague at times. However, new channels are popping up every day, creating fantastic tutorials. Two channels I’ve been watching are Game Development Center and Garbage. They are doing great work and are super beneficial for learning Godot better.
**Pro #2: GDScript**
GDScript is a great feature. While some may complain that it isn’t as fast as C++ or C#, I’ve never encountered performance issues. It’s a mix of Python and Lua, making it easy to use and read. I find it easy to revisit old projects without confusion.
**Con #2: 3D Functionality**
One area where Godot is lacking is its 3D functionality. Basic features like level of detail don’t exist in Godot 3.0, and you have to implement improvements manually through code. While stylized games perform well, hyper-realistic games may not perform as well. Hopefully, Godot 4.0 will address these issues.
**Pro #3: Animation Player Node**
The Animation Player node is incredible. You can animate almost anything in a user-friendly setup, saving a lot of time. It’s fantastic for creating cutscenes and effects.
Now, let’s quickly go over some common complaints:
1. The tilemap system isn’t terrible; it’s being updated.
2. It lacks some features compared to Unity, especially in 3D, but limitations can foster creativity.
3. Sometimes the executable icon still shows the Godot logo, which is annoying.
4. The debug tool is incredibly helpful and saves a lot of time.
5. Godot 4 will fix many 3D issues, but not everything.
Even with its limitations, I still love Godot. Limitations can lead to creative ideas, as seen in games like Ocarina of Time. I encourage you to explore Godot and learn as much as possible.
I want to hear from you! What features do you like or dislike about Godot or other game engines?
A huge shoutout to my Patreon supporters for making these videos possible. If you liked this video, please like and subscribe. It really helps the channel. See you next time for another game dev adventure!
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This version maintains the original message while being more concise and focused.
Godot – An open-source game engine used for the creation of 2D and 3D games. – The development team chose Godot for its flexibility and robust features in game design.
Game – A structured form of play, often undertaken for entertainment or fun, and sometimes used as an educational tool, especially in the context of computer programming. – The students developed a multiplayer game as part of their final project in the coding course.
Engine – A software framework designed for the creation and development of video games, providing a suite of tools and features to streamline the process. – The new engine update significantly improved the rendering capabilities of the simulation software.
Scripting – The process of writing code in a scripting language to automate tasks or control the behavior of a game or application. – Scripting in Python allowed the developers to quickly prototype new features for their application.
Resources – Assets such as graphics, audio, and code libraries that are used in the development of software applications and games. – The team accessed online resources to enhance the visual quality of their game project.
Development – The process of designing, coding, testing, and maintaining software applications or systems. – Agile methodologies have become popular in software development for their iterative approach and flexibility.
Animation – The technique of creating the illusion of motion by displaying a series of images or frames, often used in game development to bring characters and environments to life. – The animation team worked tirelessly to ensure the character movements were smooth and realistic.
Functionality – The range of operations that can be performed by a software application or system, often enhanced through updates and new features. – The latest software release improved the functionality of the application by adding new data analysis tools.
Community – A group of users and developers who share knowledge, resources, and support for a particular software or technology. – The open-source community contributed numerous plugins that extended the capabilities of the platform.
Tutorials – Instructional guides or lessons designed to teach users how to use software tools or develop specific skills in programming and development. – Online tutorials helped the new developers quickly get up to speed with the latest coding practices.