W4 Games formed to strengthen Godot ecosystem
w4games.com
w4games.com
It also means they could provide paid support when Bad Stuff happens with the engine. For a similar reason I have enterprise support with Unity, and it’s been worth it’s weight in gold.
I assume it's going to be the same if W4 ever moves into porting.
So the state of Godot on console is out of Godot's hands, and that's why there is no documentation on it right now. But that might change with a company focused on bridging the gap between Godot and console manufacturers, which one of the W4 founders is alluding to [2].
[1] https://godotengine.org/article/godot-consoles-all-you-need-...
For a Game Engine yes, it relegates you to an (albeit still quite large but inevitably an order of magnitude smaller) niche and hinders adoption significantly
Thankfully, Godot is solving it!
I think a better genre GP could have considered are classic RTS’s. No way AoE is ever playable without a mouse.
Halo Wars 1/2 proved you could do RTS on console.
Cities Skylines/Prison Architect proved you could do Sim games on console.
FFXIV proved you could do hotkey MMOs on console.
While you certainly can't forklift existing games like aoe2/sc2 onto a controller, I'm pretty much out of the business of assuming consoles are unsuitable for genres these days
But all of that is tangential to why I wouldn't recommend Godot for a first game not unless you are already a competent C++ programmer and are ready to dig into the engine for problem. But I always like when I can chime in on how frustrating the porting process is.
Like iRacing.
Over time Godot will eat into both Unity and Unreal. No indie developer will want to hitch themselves to these locked down commercial engines. Only big gaming firms will do it, because they want the support and maturity. Or niche businesses, such as ArchViz. They have teams to do license negotiation.
For indie devs, this is the first time you can "own your entire codebase" while including a technically capable and sophisticated engine that wasn't written in-house. This gives them free reign over how to distribute their games and code. They can even give their players full access to the code itself, which is a game changer for preservation and modding.
As Unity and Unreal mindshare drains, Godot will pick up serious steam. An entire ecosystem will form. Godot will catch up, feature for feature.
Epic Games is currently chasing {games, film, archviz, automotive, Geo/GIS, etc.} with Unreal Engine, meanwhile small and nimble startups will leverage open source Godot to fully throw themselves at each of those markets. They'll do a better job than Epic could ever do with their divided attention.
Godot is going to change the future of several industries. It may slay the game engine giants.
Google, Amazon, and Apple will begin contributing to Godot. If the writing isn't on the wall for Unity and Unreal by that time, FAANG support will make it crystal clear.
W4 Games needs to make sure it protects itself from AWS Luna, Google Stadia, etc. so that it can set terms for those platforms favorably in the future. That way it can continue making money from building up this incredible platform.
Any reason to think Unity and Unreal mindshare drains?
Apple also has a huge beef with Epic Games, and I wouldn't put it past them to give giant grants to Godot. They can make use of the output for their own needs.
Steam Deck basically uses Linux with open stack to run games and is selling like hot cakes.
New company independent from Godot, funded by venture capital (so has enough money to build products until it can actually make money).
This company will build products and propose services which are yet to be announced - there's a hint that one product will be console ports.
This company will provide funding to the Godot project so more contributors can be hired, and will also donate its own employees' work time for significant contributions to Godot (we'll soon announce some).
But as importantly, it will provide the level of commercial support that bigger studios need to be able to switch to Godot.
https://www.reddit.com/r/godot/comments/wk5ji6/hello_world_w...
What a dumb move.
> more contributors can be hired
Game development is in the dictionary definition of the mythical man month.
> But as importantly, it will provide the level of commercial support that bigger studios need to be able to switch to Godot.
Nobody is going to do that.
You know how Hacker News is really negative about stuff that turns out to be a huge success? There should be a name for the opposite, where a bunch of nerds get really excited about something that will definitely remain insignificant.
> Nobody is going to do that.
> You know how Hacker News is really negative about stuff that turns out to be a huge success? There should be a name for the opposite, where a bunch of nerds get really excited about something that will definitely remain insignificant.
Let's call it trolling.
I work with B2B software(software library) and... professional support sells well, and companies are ready to pay a lot for it. Many customers won't even buy the software without support.
That said, if all the non-constructive negativity is filtered, there are often gems buried in the comment section, with genuine constructive criticism. As a neutral observer it's relatively easy to find them. If I was emotionally involved with a project, however, I'm not sure I'd read the threads.
> Godot is below average in quality compared to Unreal
Quality != featureset; I've used Godot extensively (and dabbled with Unreal) and Godot just isn't as solid a product as Unreal, and it's not a small gap either. (I fully acknowledge that Godot necessarily cannot be expected to have the same development velocity and focus that a multibillion dollar company can, but nevertheless, that doesn't really factor in very much when it comes to choosing between the two.)
There are countless gotchas and footguns in Godot (some of which are being fixed for 4.0!) that directly impede my ability to use it day-to-day. Some examples that come to mind:
* No strict typing in GDScript (type annotations aren't robust enough and lots of type errors can sneak past) * No strict typing of node types (for example, Unity components can require the presence of component "X", and this relationship can be guaranteed since it's checked at build time.) * No strict typing of resources/scenes: they're referenced only by string paths, and it's not possible to check types at build time. * GDScript performance (this one's a killer; unless you resort to GDNative, scripting performance quickly becomes a serious bottleneck.) I've heard that performance is significantly improved in 4.0!
I've also encountered a number of arcane bugs (some fixable, some requiring arcane workarounds); notably, I recall a bug where there were multiple texture files with the same name (but in different directories); this worked perfectly on all platforms except for Android, where in one case only, the wrong texture was used.
this isn't a too many cooks situation. There's definitely enough separate work to establish separate teams specializing in various aspects. graphics, editor, input AI, etc... There are dozens of features in an engine that can all be a full time job for a dedicated team of engineers.
also keep in mind the actual wording of Brooks law:
>adding manpower to a *late* software project makes it later
This is very much a long term thing, not some game in crunch launching next month
https://www.solocheck.ie/Irish-Company/W4-Games-Limited-7050...
This is the most detail I could find on their site about what they're actually planning.
Edit: It may be an interesting idea to build one for godot tho.
Shapes - https://acegikmo.com/shapes/docs/
Easy Save 3 - https://moodkie.com/easysave/
InControl - https://assetstore.unity.com/packages/tools/input-management... (but I've also heard Rewired is excellent.)
Unity would be far poorer for missing them.
There is an official Asset Library but only for free, MIT licensed assets. There's nothing stopping someone from creating a paid one, though.
Indeed. Most assets listed by OP (and are rightfully high quality) are essentially "patches" for unity's crappy engine.
When I asked for a good engine, ppl here would recommend Unity and Godot.
The difference seemed to be that Unity comes with everything out of the box and Godot, while free, would require you to "fight the engine" along the way to build a game.
In my experience, Unity felt free to play, pay to win. I felt that the engine was full of holes in stuff that I expect an engine to handle. It's not a small percentage of games that need controller support, or tilemaps, or proper sorting of sprites. Some of that eventually became officially supported by the engine but by that time I was more than happy with Godot.
I've seen people give 2 hour long talks about how they managed to force Unity to do pixel perfect rendering, while in Godot it's a couple of checkboxes.
So I guess it depends a lot on what you're trying to do. For some games Godot might not be the best choice and that's fine, you have to choose the right tool for each project.
unfortunately it doesn't seem like it's getting steady updates now unlike the last time I checked. But I imagine it's pretty mature at this point. There also seem to be ports in Metal/DX11 if you didn't want to be stuck in OpenGL.
Also, cool game screenshots and idea listed on your about (sorry, had to look for some reason - perhaps to switch my mind from unity's shit documentation, which I am reading at the moment).
Godot themselves wrote about it in July:
https://godotengine.org/article/godot-consoles-all-you-need-...
It’s a fickle beast indeed. But what many people gloss over is the fact the option is there! Make your full game now or just a PoC, happy with the knowledge there is already help available.
In addition, being able to check the "enterprise support available" box on any kind of evaluation matrix could be a very big deal to larger developers.
I would like some focus into polishing and evolving the game engine.
Unless you work on very simple games, something like Unity is far more usable.
Godot 4 has 2 Vulkan renderers implemented already (a clustered renderer for desktops, and a simpler renderer for mobile).
C# support in godot 4 has been ported to .NET 6 CLR rather than mono and is in the process of being merged now.
Since Godot is MIT other devs can always fork the engine and start developing from there if this ever happens, but the expertise from the original devs would still be lost.
Case in point, XNA has multiple successors (FNA, MonoGame) supported by companies that make money by porting games to consoles.
I don't agree it's "only good", there's definitely cause for concern, but I'll try to be carefully optimistic about the whole thing and wish the project all the best.
from my understanding, this is simply godot developers making a separate company for things that can never be open sourced to begin with. What conflict of interest exists now that wouldn't for people who want to champion their own engine?
If your scope was to create a game on PC for Godot, nothing changed. If it was to get a game on console, this may have made life much easier for you. If Microsoft or Epic wanted to aquire the engine for themselves, it would have happened with or without W4 games
So it will be very, very slow. But I can see an indie darling being made in that engine within the next 5 years.
Standalone version: https://github.com/Byteron/RelEcs
Godot integrated version: https://github.com/Byteron/RelEcsGodot
It works fantastically well for me.
And there are probably other things I haven't thought of.
Does anyone know of any AA or successful indie games that were made with Godot?
[1] https://en.wikipedia.org/wiki/Sonic_Colors#Sonic_Colors:_Ult...