1,557 karma · joined April 20, 2022
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
With the source code DLC it should be possible to compile everything for a Mac regardless, even if it's a bit of work. If we make enough money from the game, we might reinvest it into a Mac. :)
As far as people re-releasing our game is concerned, the source code DLC is licensed under the Steam Subscriber Agreement with a few added grants for mods and making videos, so legally nobody is allowed to re-release our game as a whole or even reuse the non-MIT parts without asking first. If anyone wants to re-use parts of the game in their own game, they are encouraged to contact us. (We definitely won't make a fuss about minor parts of the code when asked, but re-releasing the entire game is out of the question.)
That being said, it is an engine that works and is used by enough people that you'll find bugs reported on the things that bother you, so you'll at least know if something is broken.
We found that doing as much as possible in GDScript and as little as possible in the editor is the way to go. The only time we had performance problems was when adding nodes (for some reason adding nodes is insanely slow). The multithreading is also still in need of work, but thread groups will, hopefully, solve the problem in the future.
We are currently looking into Bevy and Fyrox for BlockBawks since it needs a custom simulation engine, but we are still unsure. (It currently has a semi-working version in Godot, but spawning several 100k nodes is creating problems and will need optimizations.)