you are viewing a single comment's thread
view the rest of the comments
[–] 10 points 2 years ago (7 children)

True, though it does make the end result better than shittier engines. Like, you could see the "Unity" in Unity games, only a few of them weren't jank. For UE games, generally I found it to be a bunch more stable bug-wise, same for when I developped my own. No idea how Godot fares now, haven't tried the engine since my college days, but back then it was cool.

  • source
  • parent
  • hideshow 7 child comments
  • [–] 13 points 2 years ago* (5 children)

    In Unity you can only remove the start up image if you pay enough. So many small indie titles with little budgets have the start up logo while the bigger productions normally removed them. Before Unity fucked up only a small portion of indies used Unreal so you have to look harder to find that many junk games. I think we will see in the next years a rise on Unreal engine junk games

  • source
  • parent
  • hideshow 5 child comments
  • [–] 5 points 2 years ago* (4 children)

    Yeaaah, but then again not really, there has been an Unreal scene in indies. I'd say it was a 60-30-10 split between Unity, Unreal and Godot (of people using these engines, not counting custom ones). My point is there is a "character" or "personality" of these engines. It stems from both the factors you mentioned, and the tutorials / sample projects that are in Unreal or Unity. Unreal games quite often have specific lighting that immediately makes you go "Unreal" from looking at a game. I can't really explain it, it's like seeing AI photos - sometimes all the fingers, eyes are there but the "uncanny valley" feeling remains. For Unity it always was the "jank" to me, even without seeing any logo and googling afterwards. Probably just confirmation bias on my part, but oh well

    Edit: for Unreal another tell is the default "skeleton" animations for a third person character. Some of the cheap asset flips even leave the unreal robot / doll model. It mostly stems from the UE marketplace and people rigging their models with the default skeleton so more anims / custom ones work for it

  • source
  • parent
  • hideshow 4 child comments
  • [–] 1 point 2 years ago (3 children)

    10% seems rather high for Godot, is it really that popular ?

  • source
  • parent
  • hideshow 3 child comments
  • [–] 1 point 2 years ago

    Before the Unity suicide, I doubt it had 10% either. And you know, making games takes time, so in terms of released games, we might still not see an uptick.

    But I do think newly developed, particularly indie titles will go beyond those 10%, and maybe even quite easily so.
    There's not many statistics out there, so here's some horribly biased ones: https://gamefromscratch.com/godot-popularity-at-gmtk-jam-2024-explodes/

    This is from a gamejam held by a particular YouTube channel. That YouTube channel has an ongoing series about making a Unity game, nothing about Godot yet.
    But it is a gamejam, where people sit down for just a weekend to make a game, so people will be much more willing to try a new engine out. Although they'll typically have some prior experience, since you don't want to spend the whole gamejam learning an engine.

    But yeah, those caveats notwithstanding, that still is a significant growth for Godot.

  • source
  • parent
  • [–] 1 point 2 years ago

    Definitely feel your pain in unity. I made a game with it and we had so many technical problems. UE has some major issues too though. None of them are perfect. Godot is getting better and better but it's still very far from a mature engine.

  • source
  • parent