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Discussion on: ​​We made a mobile game with Godot. Here’s what we've learned.

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Jakub Przyborowski

Thanks for your comment. When working with an engine that is meant to work on multiple platforms, you should always keep in mind that it'll never integrate as good as if you'd do it natively.

When it comes to cooperation with other devs, it's really cool that Godot holds everything in diffable text files. This way, we could merge our changes that we did to the same scenes. I'd still recommend to plan tasks on your team to avoid such conflicts, but for Godot it's at least possible. For Unity (at least at the time of writing this article) it would not be possible, as it holds scenes in binary format.

If i had to pick another engine, it would be obviousely dependent on the project's requirements. Defold defold.com/ seems really cool, however I haven't tried it in practice, so I don't know if it delivers what's promissed or only shines on the surface ;) Unity is always a solid choice, however non-open source licensing is a disadventage here, especially if you aim to do a commercial project, working in a team. Also, for single platform projects, that are UI heavy and have simple game mechanics, working on native canvas and building the UI with native controls should be worth to consider.

In your situation, I'd also consider your previous experience in programming and plans for future. GDScript is a totally custom language. If you plan to use it as a hobby, that shoudn't be a problem. If you ever used Python, your learning curve would also be low. However, if you plan to re-learn programming and start looking for a job in the industry, you should think twice if that's a good idea to start with a niche technology.

What's good is that today access to knowledge is sooo easy comparing to 10+ years ago. I hope you'd have a great journey, learning new tech. Figers crossed! 🤞

Cheers!