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Usually I'd join the poal chat, but it's full of faggots lately, so I don't get my relief. What else could I do?

Usually I'd join the poal chat, but it's full of faggots lately, so I don't get my relief. What else could I do?

(post is archived)

[–] 0 pt

Why not? It supports all important platforms (except consoles, but fuck 'em), it's free, and it's rather nice to use. It has good code-completion, is well documented, and supports lots of features.

[–] 0 pt (edited )

First of all, what matters is what you achieve with your shit. If you're comfortable with godot, then go with godot I'm not going to try to convert you or anything. Now it goes without saying that you have to pick the right tool for the right task....

Now, to answer your question:

For a fuckton of technical reasons, starting with the server side part of the game, performances, the godot scripting language with its occult surprise bugs and shortcomings, the godot interface itself, the integration problems you inevitably run into once you do anything outside of godot, the tool chain breaking for god knows why every now and then https://github.com/godotengine/godot/issues/38268

In a nutshell, control, stability, and freedom issues that are typical of game engines

Everything isn't rosy to begin with when everything runs correctly (scrolling and animations for your experiment for instance, aren't 100% smooth and you don't know why because.... Godot does things on its own in your back), but the real shit starts the moment you experiment outside of godot's "building blocks" logic, that's when unforeseen consequences tend to blow at your face

[–] 0 pt

Which better alternative would you suggest?

[–] 0 pt (edited )

It's hard to say since I haven't played angrygoy3 ( this I presume https://www.youtube.com/watch?v=7mZn23sVUE0 )

First things first...

First thing you must do (without commanding you), is to make sure all the features that you'll need to reproduce the game mechanics, the graphics, animations, the sounds, and video (if any), are available in the tech you use, and you test all that, you check, with little shit tests, just to be sure you aren't going to build 80-90% of the game, and end up fucked for a 100% completion because something, is broken or missing... That's the very first thing to get straight from the get go, otherwise you'll lose your time, big time...

And you do that for all the platforms you're targeting... Because there's the theory and the practice... Are you sure you'll need to target all platforms under the sun?

(And to do that you need to have played the game you plan to copy, rather extensively, you know it well, you know the little things that makes it what it is. And that's something I haven't done...)

You have the GUI/UI... Check that with godot... The graphics, is it going to be vectors, bitmaps, both maybe? 3D somewhere? bitmap/vector/3d animations? How about the screen scaling? Controllers? Same deal, you have to have covered all that

You did it client side, good

Now, is your game going to be multiplayer... SAME DEAL. Make sure the implementation server side, the headless version of the game running on the server, isn't going to be a major pain in the ass, for the exact same reasons mentioned above... What about databases?

And if it's going to be multiplayer, start server side, don't build your client without considering the server interaction, telling yourself you'll do that later when everything will be finished client side... Big mistake.

Paid options? Do you plan to add some? (I guess no...) If yes, start there before anything else, see if you can actually integrate the payment system of your choice in your game using the tech you use...

...

It doesn't matter what I would use, because you are not me