Godot Engine

Godot Engine

Mad_House Aug 24, 2018 @ 3:26pm
Godot for large, overly elaborate 2D Top-Down games?
So I'm going into gaming development and have been weighing the options for the editor I want to use. Currently, for 2D, Godot is the leading concept. Engine's there, my modding experience has given me a great ability to comprehend the variables involved in coding/scripting some things - which opens doors to other features, and - my biggest hope, of course - is that I might be able to work toward a full release/Early Access game.

To sum up my goal; I'm wanting to use Godot to design an interactive, persistent game world that can run a growing economy in the background (think Caravaneer, X3), a fully customizable series of weapons and vehicles (as good as a 2D top-down game can provide), and a strong AI that will dive, go prone, take cover, loot gear, and more - very elaborate, enough to fool the player into thinking it's "smart" in some way. I'd either go with an open world that is always running, similar to Factorio, or I'd want a sector-map based game, with multiple sectors that are always running, albiet at a smaller scale / "meta-game" method in the background.

Will the Godot engine be able to handle an ultra-complex game with what might be a massive number of scripts, or am I looking in the wrong direction - i.e. better off figuring out how to make a game from scratch?

As far as dedication goes - I've been gaming since I was a child, and ever since I first played "Far Cry," I've been interested in manipulating assets and variables, using game editors where available or even changing scripts themselves if I have to. This is something that I know I'm geared to handle, so any help here is going to be greatly appreciated, and very valuable to me, personally - you'll be helping a future game developer get his start.
< >
Showing 1-1 of 1 comments
Abyssus_j Dec 30, 2018 @ 4:49pm 
Most out of the box game engines can struggle with overly complex & niche systems. Thats usually where custom engines excel. Despite that, from what you have described, Godot should be fine.

When making the transition from playing games, to making games, it can be tempting to get lost in the system building process and allow scope creep to run amock.

To get the best of both worlds, try breaking down the game into sub-games that demonstrate a small collection of systems to help constrain scope.

Why constrain scope with heavy limitations?
1. Reduces resource (budget) & R&D overheads
2. Increases likelyhood of completion
3. Forces you to solve problems elegantly

You may be supprised, how fun it can be to make a game with heavy limitations.

Have a look at Devil Daggers. It's a really good example of the game dev success that can be had under this approach.

Good luck & have fun.
Last edited by Abyssus_j; Dec 30, 2018 @ 5:02pm
< >
Showing 1-1 of 1 comments
Per page: 1530 50

Date Posted: Aug 24, 2018 @ 3:26pm
Posts: 1