360 karma · joined July 20, 2012
Previously founded Cram Fighter, a study planner for medical students (exited 2021), and Centrana, a startup in the patient education space. Former professional game developer.
Happy to help!
http://www.linkedin.com/in/amitmathew
amit (at the domain of) quiver (dot) dev
* Unidot: https://github.com/V-Sekai/unidot_importer
* UnityPackage For Godot: https://github.com/barcoderdev/unitypackage_godot/
This move by Unity isn't completely unexpected if you've studied their financials. Smaller devs are basically dead weight for Unity, so it seemed like them putting the squeeze on them was just a matter of time. Bottom line: don't count on a public company to do the right thing if you're not helping their bottom line.
Disclaimer: I'm the founder of the company that produced this course, but the tutorial is free and the custom assets used in the tutorial are liberally licensed.
If you are looking for a 3D tutorial, this one seems pretty good: https://www.godotrts.com/courses/rts-game-development-course... (but I haven't used it myself).
With that said, none of this is guaranteed and will require significant commercial support to make Godot remotely competitive. Some problems are immediately obvious like the lack of tutorials and an asset store (that's what we're working on in the near-term), but it also involves more sophisticated multiplayer options, a better asset pipeline, and much much more, so it's going to be a long road.
But I'm optimistic about Godot's future. I'm currently putting together a simple 2D RTS game with Godot 4 beta to use as a tutorial and template and it's been such a joy. Despite the bugs and the warts, I've gotten so much done in just two weeks. If you squint really hard, you can see an army of indies in the future making simple, but great games with Godot in half the time they do today and that gets me really excited.
Full disclosure: I’m the founder.
I agree that Unity has a head start, but we're betting on Godot catching up, especially for indie developers. We're doing our part by helping to plug some of the holes in the Godot ecosystem by releasing assets, game templates, and plugins.
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.
- 30% of revenue from Create Solutions (ie engine licensing) - 61% of revenue from Operate Solutions (ad platform, IAP, multiplayer, build server, VOIP, CDN, analytics) - 9% from strategic partnerships
Although they are known for catering to the indie developer crowd, a bulk of their revenue is from a relatively small number of companies (~120).
I do wonder how many amazing products and companies never got started or failed because of their fickle and Kafkaesque review process and their 15-30% revenue cut. For me personally, I've had to nix several business ideas and product features because it was too dependent on Apple's whims.
But that's just Apple being Apple. What really blows my mind is how Google blindly followed Apple. Google could have carved out such a valuable market. No developer fees! Clear and consistent review process! No taking 30%! Instead they blindly walked into the ditch with Apple. Talk about a lack of vision...
I should add that this is really scratching my own itch. I wanted a place where I could learn and build in public, so I decided to create a place like that.