W4 Games raises $8.5M to support Godot Engine growth
w4games.com
w4games.com
Juan shared a blog post about the state of console support in Godot shortly before the launch of W4 that gives some more insight: https://godotengine.org/article/godot-consoles-all-you-need-...
Often time folks say that what Godot is missing is a "killer app" that shows that the platform is viable. I think that this could potentially go a long way towards that.
The proliferation of new features some of which compete with each other, and the lack of focus and polish on some of those features make it frustrating to stay current.
That coupled with some questionable business partners and tone deaf comments by their leadership team has certainly piqued my interest in other platforms.
Being a viable console target will attract more creators and increase the chances of that happening. As laid out in the blog post from my original comment, while Steam is a hotbed for indie games most of them toil in obscurity. Most of the money in indie games is on consoles now.
Agreed though, not a glowing endorsement for someone looking to make the next Crysis.
Godot is far from perfect. It's definitely more sparse than the others in terms of features. I've encountered some bugs (nothing show-stopping, and it's tough to say how much of that is just from using the alpha version, but it has impacted my flow). There are unfortunate quirks; for example, saving scripts always saves the whole scene, and saving large scenes can pause the editor for multiple seconds, which is a particularly annoying combination. The programming model is heavily OOP. The custom scripting language, GDScript, is a blessing and a curse; its tight integration with the engine comes at the cost of subpar tooling (and of course, just learning a new language with new quirks).
But.
Godot has the distinct feeling of being cohesive. It feels like it was designed by one person, who knows what it takes to make games, and set out with a holistic vision. Everything you might need to do has an answer, or at least a story. You don't get confusing mixed signals from different parts of the interface or from the docs; there's one, intentionally-designed way to do each thing. GDScript has its quirks, but it also has very elegant built-ins for doing engine-specific stuff that would be super clunky in a general-purpose language. Using Godot almost has the feeling of using (good) Apple software; somebody anticipated your needs, and made sure they'd be met. Maybe not in the exact way you would have picked, but in a way that will work, and will fit in with everything else.
That, combined with it being fully open-source, makes it feel like it has good bones. Especially in contrast with Unity - which felt like a growing pile of corpses being tossed on top of each other with each release - it's been so refreshing that it's singlehandedly gotten me back into hobby game dev. I don't feel like I'm wasting my time learning one half-baked API that's going to be replaced with another half-baked API six months from now. For every annoyance or missing feature in Godot, I have faith that things will continue to improve - because they're built on a solid foundation - or that I could at least build it myself if I really needed to.
I believe in the vision and the future of this piece of software. And that makes it feel worthwhile to invest the time learning all its quirks.
I did find a third-party plugin that looks pretty high-quality, but it hasn't been ported to 4.0 yet
That said, there's pretty much nothing preventing from people writing their own functionality to achieve this and someone actually did: https://godotengine.org/asset-library/asset/1141
(note: for some, certain limitations might be dealbreakers, as described at the bottom of the description)
It's pretty cool to see people creating pieces of functionality like this, be it terrain functionality, or even the resolution scaling, which you can see a video of here: https://www.youtube.com/watch?v=AW0A-G5mMcw
I also recall there being a more static version that didn't seem to mess with your scene (as much?), but it wasn't really suitable for dynamic resolution changes at runtime back when I checked.
Now if Godot 3 could get a backport of dynamic LOD that would be great, but other than that Godot 4 is promising and it feels like the engine has a bright future ahead of it!
I just doubt that the asset/plugin situation will get anywhere close to as much of a flourishing ecosystem as Unity's, given that the financial incentives aren't quite there yet. Of course, having most of the current ones (even if a limited selection) be free is nice, though.
It was sparse on tutorial content from the community too, but that seems changed a lot too since then
I wonder what their heavily nested scene graphs do to performance but haven’t tested it
Both Unity and Unreal have built-in tools as well as a lot of alternative middleware to build user interfaces. A lot of these tools are simply much more powerful compared to what Godot has to offer. And yeah this is not about features since even using current Godot system you can implement almost anything, but with Godot it's will take 2-3x more time.
Like there are bunch of issues with Godot UI and input handling:
* It is impossible (is it?) to set 3-5 different pairs of fonts plus colors for a few groups of controls. It's so much harder than using CSS in webdev.
* It not obvious what and why eat or blocked input. There is no visual debugger for that, only ugly text field hidden in depths of editor.
* MarginContainer use theme overrides and it breaks WYSIWYG. And there few more things I dont recall that have similar issues.
* And if you use Theme files it's required to reload the engine in order to apply changes.
Keep in mind it apply to 3.4 only since I haven't worked with 4.0 enough yet. Hopefully at least some of these are fixed in 4.x.
PS: Also there is a chance that Godot is not at fault and it's just us not being able to figure it out or that we missed something in docs. Yet this is the problems we struggled with the most while building UI for our game.
Edit: the downvote party is there, where are the game built with godot again?
Cruelty Squad and Luck Be a Landlord are both respectable indie successes.
There are probably some successful mobile titles. And it's also used in slot machines and gambling games.
They can be respectable by quantity but quality not much, Cuelty Squad simple ps1-style graphics isn't much different from the dozens out there games being developed on godot sporting the very same dull style.
Makes me wonder what else they "fixed" by changing the behavior in dubug builds and letting it crash in release.
You have to be able to trust the foundation you're building on.
Last time I looked into it, it was too far behind still, but it looks like Godot 4 will be a really cool release
Can’t really speak to the rest, although I believe occlusion culling is one of the killer features of the 4.0 release.
We have Wrought Flesh by Miziziziz, but other than that I can't think of a single game actually produced by Godot. I know it is capable of it, but we need a "killer app" to make it really blow up.
Even if it’s a bait and switch, and they spend 100% of the funds on just like, making the engine better, $8m isn’t going to get you to 1/20th of Unity or Unreal. It is an insurmountable niche.
Why is this considered a notable achievement?
I'd argue the only significant thing it's lacking, an actual practical concern for indie game development, is a good asset store. Saying Godot is useless because it will never have feature parity with UE5 is, of course, extremely silly and not a practical concern for most games.
The size and complexity of these engines can be a disadvantage, because not every game needs the features they provide. For some use-cases, it can be easier to work with a simpler engine with fewer abstractions, a smaller API, and a shorter learning-curve.
Our company is building some open source game templates that will hopefully spark some cool creations with Godot 4. So far we have templates for a Streets of Rage-type beat-em-up game, a tower defense-style game, and something similar to Binding of Isaac. We're also including some high-quality art assets to go with the templates. We're still a few weeks away from launching, but I hope to post our work on HN when they're ready.
Rocket Bot Royale [2] is a game I worked on using Godot. We released it on lots of platforms: Google Play, iOS, mac app store, pc/mac/linux on steam, and several HTML game sites. It has cross platform multiplayer with custom netcode written in c++, and pretty advanced SDF based terrain destruction. I think it's pretty good.
We are currently making a new game using Godot which I'm excited about.
As a game developer, the state of game development is really exciting from a technological point of view. From a business point of view, it is very hard to compete, the market is very saturated. We are hoping to carve out a niche of high quality multiplayer games on the web.
Consoles on Godot are the hard part and thats what W4 is going to offer. I think Switch would be easy as it supports OpenGLES. Xbox and playstation would be harder, but I havent looked into it.
I'm not sure exactly what Godot's niche is, making it harder for it to have breakout hits.
W4 Games is not a game studio. It's a new company specifically for working on Godot and working on the Godot ecosystem, including offering console porting services and similar stuff that can't happen within the open source community because of NDAs and such.
Wasn't GameMaker big a long, long time before Undertale existed?
I am on 10+ people team building an indie game using Godot. Unfortunately for our next project we will have to use Unity because we had a hard time finding investment. Several companies loved our game, but refused a deal simply because it's not built on Unity or Unreal. In the end we found a smaller publisher that was interested, but it's likely we could get a better deal if we built it on Unity.
PS: Shameless plug. Our game is here to be released sometimes in 2022:
Overall our experience with Godot was good enough except for performance profiling and UI toolkit. I wish Godot get more traction, but unfortunately for now this is hot it is. So I have to warn fellow indie devs that decision to use less popular game engine have it costs.
I'm used to those sorts of numbers for open issues without ongoing fixes - but the number of issues is actually only 5x the number of PRs.
That seems insanely productive for an open source effort.
But, how is having PRs open since 2019 a positive indication, and a productive one at that? Seems hugely unproductive to never close a PR unless the author do so (apparently? I don't know the dev process too closely).
Most be very hard to navigate so many PRs, and surely most of them must be unmergable after some months due to conflicts.
I have PR open since 2020 (small change for a bit of qol) still hasn't been merged and I believe that there will be major conflicts now.
Simply because I looked at some other tools recently and their PR backlog was simply a graveyard. A 3 year backlog seems really good to me in comparison.
Sure it's not the most polished product in the world, and I run into bugs occasionally, but IME it's no worse than I experienced when using Unity in a previous job. I've had the editor crash on me a grand total of once (and it was my fault, I was writing an editor extension that contained an accidental stack bomb), and nearly every system behaves the way you would expect it to out of the box with no tweaking. I _cannot_ say the same about Unity, which crashed on me at least daily and took 100x as long to open as Godot, and had systems that behaved completely nonsensically unless you massaged them extremely carefully.
All in all, I love Godot and I can't wait to see where this venture goes.
if you build them they will come (and watch them).
There's an open source gaming engine event in Austin coming up next month: https://events.linuxfoundation.org/o3dcon/
There are hardly any major game engines left who don't offer free versions. But commercial ones make money either through: 1. Having some features(aka Pro or Enterprise version) or export options paid. 2. Royalties from the games made(a cut in your profits). 3. Ads. 4. Contracts with bigger companies, government, orgs, etc. 5. Projects with movie industry and other fields(research, simulation, labs, universities). 6. There might be more ways.
Free and Open-Source game engines mostly monetize from sponsors, donations and contributions or just don't earn.
Unity launched with a very similar mission to Godot, very similar energy of busting up big game engine: then the funding came in.
You're probably right though.
That's not to say FOSS development doesn't have its own challenges and potential issues, but I don't think it's fair to say they are resigned to follow in Unity's footsteps simply because they are now receiving funding.
By example, Blender is receiving a not-insignificant amount of funding from a variety of sources and they are doing better than ever.
Just like Blender started as in-house tools ( https://www.blender.org/about/history/ )
My point was to point out that both Blender and Godot were commercial venture first and went FOSS. They did not start as FOSS ventures.
That Unity is not OpenSource yet is not really relevant to what I was trying to explain.
Unity's story was always "plucky startup goes big". They never dogfooded an actual game in-house, they kept the source closed, broke everything as they went along, never fixed longstanding bugs. All the early goodwill was simply based on the fact that the IDE made the first 80% of a game easy to reach - the part where you have some collision logic wired up to input, things interact, assets appear, it runs on device. Actually finishing complex, featureful games in Unity has always been a dark art.
Like Unity was originally born from the idea the two co-founders would build a game studio that would license their tech. And they did in fact release a game: https://www.macworld.com/article/174909/gooball.html
They were 100% that plucky startup (I mean the team started when two people met in an apartment off a forum and merged their codebases...) and before they started leveraging all of their funding to buy up middleware after middleware, they were actually pretty good about stability and quality.
They literally built their initial success on the quality of their editor) -
Godot also suffers from the exact same 80/20 problem Unity does (W4 Games is literally betting the farm on commercializing part that 20% in closed source tooling).
As far as I'm concerned that problem is inherent to any game engine that targets widespread accessibility, because making a game without an extremely deep level of discipline when it comes to organization will always be a recipe for a slog.
Yes Unity being more responsive to bugs would help, yes Godot is currently a million time better off in _that_ respect being open source... but again, to me funding is exactly where the train starts to jump the rails.
If you actually go back and research Unity's roots, they had the _exact_ inspiration and drive Godot did, but it was having to recoup investments that slowly pushed things off track, and eventually that snowballed into what we have today. From guy who wanted to make Mac games and tools for people who make Mac games... to a company that's merging with an ad corporation for their survival.
Are you sure? Was Unity's team inspired to release an open-source game engine like Godot's team? This might seem like a nit-pick, but you do emphasize that their motives were _exactly_ the same.
It's hard to argue Godot will follow the same path as unity when Godot is open-source and Unity is not.
Democratizing game creation, that's the motivation they both shared.
No one is saying that Godot will merge with an ad company in X years, my entire original point is that taking on VC funding is what pushed the main vision of Unity's founders away from where it started.
Now you have the person who's title was "head of development" for Godot taking on the title of "CEO" of a profit VC funded entity and you really have trouble seeing any parallels?
Open Source is not a panacea for a project's leadership having shifting goals. It definitely doesn't hurt, but when you're talking about taking on incumbents like Unity and Unreal, it won't be easy to recover if "W4" starts losing focus because VCs want to do VC things.
Learn to read before typing.
An ignorant hardheaded fool, with head in the sand like an ostrich
vs
> An ignorant hardheaded fool, with head in the sand like an ostrich
You can tell who in this conversation has an intelligent take pretty easily.
But Blender removed their game engine, and in the release notes where they removed it they suggested Godot (https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/R...)
I messed around with Godot for a bit, but never did anything serious. Now that they're releasing Godot 4, I might give it another shot.
I know the license says you have to be MIT - in perpetuity. That being said the author is the author and can do whatever, right? Especially if we're talking about Riccitello here, he has a past to consider.
You can make any future work you write a different license. So in this hypothetical unity could basically continue with closed source fork.
For a project with a single copyright owner/entity (or a group in agreement), yeah. You can't change the license of existing released versions or prevent people from sharing it in accordance with MIT. But you can publish a new release and drop the MIT license or even go closed source. The MIT license is just a grant of permissions for people who are not the copyright holders. The owner doesn't have to agree to MIT in order to use their own software.
Godot would be a weird example though where I hope a lawyer would chime in. The first part of the MIT license establishes the copyright holders. The Godot license says:
Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
And the AUTHORS.md file has like a hundred names in it. If some company could acquire the entire rights to Godot then they could update the license. But I don't know how possible that is here.
It kind of reminds me of when id software had the reverse situation. They wanted to open-source Doom 3, but some shadow technique they were using was based on a Creative Labs patent. So they had to rewrite a small amount of code before publishing the source.
> Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
That doesn't strictly make sense. "cf" means "compare". It implies that Godot Engine contributors are different from what is listed in AUTHORS.md.
I know that everyone mistakes "cf" for "see also", so I figured it out. But I really was confused at first.