It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
AlexTerranova: It is not hard to make games, however it might be hard to learn how to. ;)

I've never heard about Redot engine, but in general it depends on:

1. Quality and completeness of documentation.
2. Availability of learning materials ( tutorials, examples, video lessons, etc. )
3. Developers commutiny ( if they are willing to help with your studies and actual game creation )
4. Complexity of the editor's interface.

In any case, both game development and learning a new engine are very time-consuming processes and require a lot of patience.
It's literally a revenge fork of Godot. Made for completely petty reasons.

Now, the actual Godot engine does have a good documentation beneath the hood because it'd industrial software. There's an asset library, several published games and utilities, detailed documentation and more.
"The above post is sponsored by Godot and Raid Shadow Legends"
avatar
GamezRanker: (p.s. It's 2d spurs :))
Dang!
Looks, like I have thrown in a bit of German.
(spurs = Sporen)

Thanks for the hint - corrected.
I had a go at making a Neverwinter Nights module a few years ago. It was fun, but very time-consuming. I spent quite a while making about 3 different areas before I gave up. And that is a situation where you are given the engine and a whole bunch of assets as a starting point.

Making video games is a full-time job - it's very hard to do as a hobby.
Post edited October 03, 2024 by Time4Tea
avatar
ASHLIIN: I've run into a new game engine Redot recently and wondered how hard to start making games. Does anybody have experience and can share what I should expect?
This is pretty apparent but games are a form of interactive art. Just like any other form of art, the question of how hard it is to learn is quite subjective, since it depends on the person asking the question.

If you are interested, the best way to find out is to just try it out. You can watch a couple of tutorials, make a few small games on your own and join a few game jams. If you are any good at it, you'll figure it out. If not, you'll still have a much better idea about the process of making a game, which I believe is quite valuable in itself.
avatar
dtgreene: [CW: murder, domestic violence]

Well, former kernel developer Hans Reiser (author of the ReiserFS filesystem) was convicted of murdering his wife, and to my understanding he stopped working on the kernel and filesystem after that.
Always sad when talent go to waste.

avatar
dtgreene: (Also, you should say "they" instead of the more awkward "he/she" when talking about an abstract person with no specified gender.)
Good point.

avatar
GamezRanker: Well said (albeit a tad creepy at the end there o.0) :)
Yeah, I can get dark sometimes.

I know for a fact that some people have a significantly higher threshold than me based on some of the content they consume that I just wouldn't, but the more unsavoury aspects of life get to me somewhat less than the average and it is always something I have to be mindful about in social situations when something is about to leave my mouth or fingers.

At some point, I was talking to a friend about how I'd rather die if I had a choice on the matter (and I was ranking them) and she commented that my line of thought was somewhat depressing and I think that's when I really realized I was a little outside the norm in that way.
Post edited October 03, 2024 by Magnitus
"Is game making hard?"

It can be as easy or hard as you make it... or... wish it to be.

There are simple engines using primarily drag-and-drop interfaces where you (alone) can create basic experiences with little knowledge... as well as complex engines where you will need a hefty knowledge base and potentially a team to make something happen. It runs the entire gamut (and a number of available engines in-between).

IMHO the first thing to ask yourself is:

"What genre of game do I want to create?"

That will certainly lead you toward a small list of engines that would be best (and easiest) to create that genre.

Next question:

"What is the purpose of my game?"

Is this a commercial endeavor or solely a personal project? That will further filter the engines.

Next question:

"Are you interested in learning some coding for adding functionality, or are you only willing to use basic engine functionality as-is."

And I'd always think about assets...

... are you willing to use / purchase stock assets or are you (or your team) going to make them custom?

If you answer these questions -- and with a few searches -- the appropriate engine(s) should become apparent relatively quickly.

But if you've never made any game prior, I'd first find a cheap, easy-to-use drag-and-drop engine and make a level of two. Get the feeling for map creation, triggering spawn points and events, and generally for creating a video game experience.

That will give you an idea of the basics and how far you wish to go with game making. It will also go a long way to best answering your initial question: "Is game making hard?"

Anyway, just my 2 cents
Post edited October 03, 2024 by kai2
avatar
Magnitus: I jumped to the "No Longer a Blue Robot" chapter of your book (sorry, I only got so much time) and to me, it read a little bit like that: "I just discovered that I don't particularly care for the character of the people I've worked with all this time and I definitely would not drink a beer with them after hours. That is unacceptable. They must be the spawn of Satan and the project we've been working on is a work of pure Evil".
That specific part does read like that, yes. But if you read the previous sections, you'd know why. The guy had some very valid reasons and it mostly stemmed from the conflict between what Godot presents itself as vs reality.

Especially the shenanigans with the affiliated companies are quite concerning.
Post edited October 03, 2024 by idbeholdME
avatar
idbeholdME: That specific part does read like that, yes. But if you read the previous sections, you'd know why. The guy had some very valid reasons and it mostly stemmed from the conflict between what Godot presents itself as vs reality.

Especially the shenanigans with the affiliated companies are quite concerning.
Things always get more complicated once money is involved (which realistically most successful open-source project beyond a certain scope will need).

It is a concern not unique to Godot and a strong argument for putting a project under a well known respected foundation if you can.

His points may or may not be valid where Godot is concerned, but unfortunately, he wrapped them up in a very long essay where he got really theatrical and imho, somewhat whiny. If he wanted to raise awareness about a problem as opposed to just vent about his personal issues with the leadership of the project, he should have been more succinct and impersonal in his writing. Right now, he looks like someone who got burnt and is angry about it and it is not clear from looking at his writing that he's not at least partly responsible for how things turn out.
Post edited October 03, 2024 by Magnitus
avatar
Magnitus: Things always get more complicated once money is involved (which realistically most successful open-source project beyond a certain scope will need).

It is a concern not unique to Godot and a strong argument for putting a project under a well known respected foundation if you can.

His points may or may not be valid where Godot is concerned, but unfortunately, he wrapped them up in a very long essay where he got really theatrical and frankly, imho, somewhat whiny. If he wanted to raise awareness about a problem as opposed to just vent about his personal issues with the leadership of the project, he should have been more succinct and impersonal in his writing. Right now, he looks like someone who got burnt and is angry about it and it is not clear from looking at his writing that he's not at least partly responsible for how things turn out.
They do. But Godot is not communicating this properly at all, which is where most of the grievance of the author comes from. But agreed, some parts, especially the later ones, did get a bit too personal at times, but it does not invalidate everything he wrote.

Chapters 2 and 3 describe very well the overall nature of Godot and that it might not be what it seems at first glance.

EDIT:
As highlights, I can recommend 2.1.1 and 3.2.4. Potentially also 2.1.8. And throughout the entire thing, he includes examples from a ton of other devs beside himself and some of their grievances with Godot
Post edited October 03, 2024 by idbeholdME
There's a reason most big-sized mods never see the light of the day, despite having 60-70% of the work done already, now imagine that but starting from scratch :P

I'd recommend starting with something short and simple, and see if that's your thing
avatar
ASHLIIN: I've run into a new game engine Redot recently and wondered how hard to start making games. Does anybody have experience and can share what I should expect?
avatar
Hurricane0440: This is pretty apparent but games are a form of interactive art. Just like any other form of art, the question of how hard it is to learn is quite subjective, since it depends on the person asking the question.

If you are interested, the best way to find out is to just try it out. You can watch a couple of tutorials, make a few small games on your own and join a few game jams. If you are any good at it, you'll figure it out. If not, you'll still have a much better idea about the process of making a game, which I believe is quite valuable in itself.
I will do that.
avatar
BreOl72: Thanks for the hint - corrected.
*nod*

-

avatar
Magnitus: Yeah, I can get dark sometimes.
Join the club :)
Post edited October 04, 2024 by GamezRanker
avatar
dnovraD: You mean Nontrovercy?
They kickbanned someone crying about acceptance and diversity, glad for Godot to stick to their guns.

Wish it'd happen more often.
avatar
idbeholdME: Splitting your community because you start peddling politics around a game engine of all things, generally doesn't seem like a good thing. Nothing positive will ever come out of that other than division and they just intentionally made more unnecessary holes into their own ship.

Just my opinion. Feel free to believe whatever you want of course. Your mind seems pretty made up.

Some interesting reading on the subject of Godot as a whole from one of the former Godot maintainers:
https://waiting-for-blue-robot.gitlab.io/index.html
Should be mandatory reading for anyone thinking about Godot.

Several hours long, but quite eye-opening and a lot of things start making sense. Downplay it all you want, but the way they are handling the current "situation" is nothing short of terrible.

If you want to read it (definitely recommend), read it in its entirety. Don't just jump around chapters, or you are not really going to be able to piece together a full picture.

avatar
Xeshra: Godot?
I would run away in fear.
avatar
idbeholdME: Having read the book in the link I posted above in its entirety: https://waiting-for-blue-robot.gitlab.io/index.html
I do agree. The latest "happening" is honestly just the cherry on top.
There's nothing in this document that will help you if you're trying to make games. Keep this horseshit out of it, skip it entirely, and watch some youtube tutorials on how to use Godot. The author would apparently rather write about non issues than write a tutorial that's beneficial to the community.
avatar
MrElixer: There's nothing in this document that will help you if you're trying to make games.
Correct. There is not because.... that was not the intent of it? Don't know what to tell you.

Whether or not it's "HS" as you say is up to everyone to decide.
Post edited October 04, 2024 by idbeholdME