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  • Showing only topics in ~games with the tag "game engines". Back to normal view / Search all groups
    1. We have heard you - Unity says

      @Unity: We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of...

      66 votes
    2. Godot Engine

      So, by now everyone knows about the big outcry over Unity's big runtime fee. Even if they backtrack, I foresee MANY developers leaving Unity because the trust has been damaged. So there are two...

      So, by now everyone knows about the big outcry over Unity's big runtime fee. Even if they backtrack, I foresee MANY developers leaving Unity because the trust has been damaged. So there are two options to look at now: Unreal and Godot. I have no experience with Godot personally, but I know there are people on here who do.

      So, to those with experience with it, here's the chance to share your expertise and knowledge! What do you want new users to know about it? What do you consider its strengths and weaknesses? What resources would you recommend for new users? Any particular tips and tricks? And also, what are some games you know made with it you'd recommend, either to give people ideas of its capabilities or just because they're good games?

      98 votes
    3. Any Bevy (the rust game engine) users here?

      Bevy just released their version 0.11, so I figured it would be a nice opportunity to ask the Tildes gamedevs if they were using it :) Bevy is a rust game engine - more like a set of libraries...

      Bevy just released their version 0.11, so I figured it would be a nice opportunity to ask the Tildes gamedevs if they were using it :)

      Bevy is a rust game engine - more like a set of libraries actually - that's been gaining popularity the last few years. It has become the de facto toolset if you want to make a game in rust. It is very opinionated towards Entity-Component-System (ECS), and uses the pattern to facilitate parallelism and multi-threading.

      Personally, I'm using the bevy-ecs lib (not the whole engine) to write a roguelike and hone my skills in rust. I enjoy it but it's not really beginner-friendly. The official docs are lacking, and you'll have to dig in the auto-generated api docs to make the most out of it. However, I appreciate that each release not only brings new features, but also refines existing ones. The engine is getting better - not only bigger - release after release.

      16 votes
    4. Deciding between Godot and Unity

      Hey, all. I'm back four weeks to the day after you guys gave me a lot of great advice about potentially making a 2D RPG out of my tabletop RPG. I decided to try both Godot and Unity given what...

      Hey, all. I'm back four weeks to the day after you guys gave me a lot of great advice about potentially making a 2D RPG out of my tabletop RPG. I decided to try both Godot and Unity given what people told me and I completed two tutorials for each over the last few weeks. After completing these two tutorials, I have some questions that I hope maybe some of you can answer to help me choose between the two.

      TL;DR at the bottom. This is a long post.

      For context, here's the tutorials I did:

      Godot - https://www.davidepesce.com/godot-tutorials/
      Unity - https://learn.unity.com/project/ruby-s-2d-rpg

      To be frank, the Unity tutorial wasn't really an RPG. There were no stats, no quests, XP. It was much more of an adventure game. That's fine, it still gave me a lot of time inside the engine to learn a lot of basics.

      So, working with each one had it's own up and downs.

      Unity's use of an external scripting program seemed to hurt me quite a bit, from simple things such as forgetting to save before going back to Unity (I did this way too much) to having to declare public variables in the script and then filling them in the Unity GUI rather than just doing it all by script. The editor itself also seems to be kind of heavy, I was get the spiral beach ball for a second or two every time I went between the script editor and Unity and I have a machine that can edit 8K video without proxies. These general load times and stuff like that seemed to come up regularly. Tilemapping in the tutorial didn't include autotiling, I assume Unity has this somewhere built in? Or do you need to purchase an asset to get this functionality?

      On the plus side, Unity overall seemed easier to use for a non-programmer. A lot of things are done through the GUI. Animations seem easier to handle for sure. The Unity tutorial was also more written for someone that hasn't coded much as it explained what specifically the code was doing (so I assume more resources for Unity will be helpful in that way that perhaps Godot will not).

      For Godot, GScript was easier to use than C#, but I do feel like it was easier to get my head around prefabs in Unity than the Node system in Godot. The Godot tutorial took almost twice as long as the Unity one, but I don't know if that's because Godot is more difficult or the combination of the Godot tutorial being more thorough (I feel like I mad an actual, if very uncomplicated game, plus I did Godot first, which probably helped me just learn more about scripting and thinking like a programmer that I took into Unity). The node/scene system seemed more difficult to get my head around than game objects and prefabs. That said, my Godot program felt very tight. There weren't things happening that I was having a tough time explaining or figuring out why they weren't working quite right, at least at the graphical level (this might have more to do with the Godot tutorial using 8-bit graphics and Unity using a more modern sprite look). Having the scripts in the editor meant I never ran into a case like in Unity where I couldn't attach code to a game object because it was failing to compile, but it was failing to compile because it wasn't attached to a game object (that headache took at least a half an hour to sort out).

      Overall, I was able to finish both tutorials mostly understanding what the code I was given was doing and was able to edit it to get some different affects and kind of just play around. So, on that level, I'd say they're about equal.

      One big thing I want for sure out of the engine we use is to be able to handle a lot of conversations and variables there from. We're hoping to make a "choices matter" (TM) game, and very story/dialog heavy. Ink seems like a good plug-in to do this in Unity, but implementation doesn't seem easy (though I did find a pretty good looking tutorial that may help de-mystify). Godot seems to have some assets available for handling dialog trees, but i haven't had a chance to really dig in to them yet. So, that could definitely be a decider for me: which engine has assets that make a dialog/choice heavy game easier to make.

      While I had originally thought about making a tactics RPG for this project, looking around at both the Godot and Unity scenes, it seems like few people are making these types of projects that are giving out free advice on how to make them work in those engines. After talking with my team (I have a team!, see my post from a while back), it seemed like a good idea both to keep the game within the scope of a novice, but still tell the story we wanted, to do a skill role system instead. Since this came from a tabletop session anyway, seemed to make the most sense to do skill rolls rather than develop a whole combat system.

      TL;DR - Looking for advice on which engine, between Godot and Unity, would be handle a 2D RPG that relies on a lot of dialog and choices along with skill rolls for the gameplay. Thanks in advance!

      12 votes
    5. Turning my tabletop game into a real video game

      So, I am a filmmaker by trade. I understand scripting, pacing, etc. I also have been doing a lot of tabletop design, running a campaign for years with continuity, recurring characters that I...

      So, I am a filmmaker by trade. I understand scripting, pacing, etc. I also have been doing a lot of tabletop design, running a campaign for years with continuity, recurring characters that I design from the ground-up (excluding the rule system, so just all the dungeons, NPCs, plot devices, etc).

      With covid, film production has really slowed down and I have some time on my hands, so I thought about trying my hand at video game making, something I have honestly toyed with for decades, but never did too much of. I did have a brief window in the 00s when I had RPG Maker and I made some demos that my friends enjoyed, but that's about it.

      So, given that my programing knowledge is super limited (I took a few Java classes over a decade ago and used to do HTML in the 90s), my graphics making abilities are near non-existent (I'm good at motion graphics, but not pixel design or 3D graphics), but I have what I think is a good plot, characters and game design, what should be my first steps in trying to make this a reality? What engine should I use? I have no problem buying, for a couple bucks here and there, other people's art and what not. Ideally, probably make a 16-bit esque RPG, like FFIV, Earthbound, etc. but perhaps with more of a BioWare, "choices matter" type dialog/questing system.

      I don't expect to set the world on fire, but I do want to make what would be considered a decent looking first effort from a one man novice that, if nothing else, would be a fun experience for me to make and something fun to give my players as a gift (as we are reaching the end of the story of our campaign). And maybe, why not, something I could release for the broader public if the core is good and it's worth me hiring a few more people to help me polish it. Maybe it won't. As a filmmaker, I know how bad first films are, and a lot of times they are just learning experiences that you keep on a hard drive locked away somewhere. So, trying to be realistic while excited.

      Appreciate advice.

      14 votes