Unity’s Runtime Fee debacle cost it the trust of several indie developers, and led to Slay the Spire 2 being made in Godot.

  • Plastic_Ramses@lemmy.world
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    7 months ago

    I’ve got to imagine Epic is pretty pissed at Unity right now. Both had a pretty sweet gig “competing” against each other.

    But since Unity’s brain-dead maneuver, we suddenly have a foss alternative to both, and they might actually have to innovate now.

    • aksdb@lemmy.world
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      7 months ago

      As much as I like to shit on Epic, but UE 5.x is pretty much innovative with each minor release. Watching the release videos of what the engine can do in realtime is always impressive. They are used as realtime backgrounds for movie sets.

    • WarlordSdocy@lemmy.world
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      7 months ago

      Yes but at the same time Unreal doesn’t really compete with Unity at all when it comes to 2D games. Unreal is primarily meant for 3D games and maybe you could make a 2D one work in it but Unity has a lot more resources for 2D games. That’s why games like this switched to Godot instead of Unreal cause Unreal wasn’t really an option. I could be wrong but when Ive made some projects in Unreal it didn’t really seem to have any options for 2D games like Unity has.

    • pycorax@lemmy.world
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      7 months ago

      Considering Epic is funding Godot iirc, I’m sure they’re more than happy with their competitor shooting themselves in the foot.

    • Chee_Koala@lemmy.world
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      7 months ago

      I hecking love working with Godot btw, nothing is perfect but man is it glorious shiny FOSS and extremely usable!

      • Gabu@lemmy.world
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        7 months ago

        What I love most about Godot is that it doesn’t give a fuck whether you want to use python-like code or write your own libraries in C#/C++. 10 minutes and you’ve got something working.

        • Chee_Koala@lemmy.world
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          7 months ago

          I can’t even imagine how that backend must look, 🤣 I work 100% in GDscript, but it’s really cool to hear : “Yeah it’s about 30% GDscript and 70% C++”

          Coming from Java, I personally love how signals work between classes. Friggin hated my getters and setters, and the way signals work in Godot is just like how my brain thinks about that problem, so very easy to use and understandable.