I'm surprised at the idea that Unreal is inaccessible though. Especially as an indie, UE4's blueprint system will do absolutely anything you need to do. And, for extending the editor itself, Python is available.
I'm surprised at the idea that Unreal is inaccessible though. Especially as an indie, UE4's blueprint system will do absolutely anything you need to do. And, for extending the editor itself, Python is available.
I've switched from Unity ~7 months ago and never looked back.
It looks like that they're re-working GDScript for 4.0, so that'll get a lot better, too.
Does it make sense to hold off diving into Godot until 4.0 (for 2D-based things) or will there not be too much to "relearn"?
Therefore, I assume that the fundamentals of Godot will stay the same and you should be fine diving in with 3.0 already :-)
Unity's C# scripts on the other hand - despite all of the engine's problems - are incredibly straightforward to write, set up tooling for, build, plug into a project, and you can use them to control everything from game logic to the editor to the rendering pipeline. This is Unity's greatest strength, IMO.
I wouldn't do networking in blueprints. But for your core gameplay ? It can absolutely do anything you want.
Blueprints provides the tooling to package stuff into re-usable components, exactly to avoid spaghetti code, just like in most graphical programming languages.