Would you say Godot is good for a newcomer? Because that's one advantage to the bigger, more popular stuff; often more documentation and third-party support/tutorials are floating around.
There is no such thing as game dev being 'good for a newcomer'...engines claiming that...usually making you learn things like visual scripting...
Thanks. Yeah, I was a bit unclear, I was talking mostly about documentation and support, not the engine itself being 'easy.' I do know the dangers there, and don't want any of that.
As for tutorials and documentation...it varies enormously...it's not necessarily the engines, but the game genres that can be severely limited in terms of what tutorials they have.
Thankfully, I'm thinking there's a fair bit of documentation around for what I'm interested in starting with. I want to do a Vampire Survivors-like; I enjoy the genre, and I enjoy messing around with stats and math, which is what that entails. The gameplay itself is simple, but you get to layer all sorts of modifiers onto it, and get some expression from there. It's also a nice base, since you can expand from there; it doesn't have to be formulaic to the existing genre. If I can get the basics up and running, I plan to have more of a focus on items, for example.
It's a very mixed bag you're getting into, not to be discouraging...
Hey, no problem, I appreciate it. And I'm just coming at it from the hobbyist angle, so I don't need or expect to be glaringly successful or anything. I plan to mess around and get something basic up and running, to start. I enjoy games, I enjoy math and, although I haven't done much at all, I do enjoy the programming I have done.
Thanks again for the information. I'm thinking I will try out Godot, follow through with some tutorials to get a basic clone up and running, and take it from there. Either stick with Godot, or do the same thing in Unity and then compare.
Thanks, and thanks for the quick response.
Would you say Godot is good for a newcomer? Because that's one advantage to the bigger, more popular stuff; often more documentation and third-party support/tutorials are floating around.
Thanks. Yeah, I was a bit unclear, I was talking mostly about documentation and support, not the engine itself being 'easy.' I do know the dangers there, and don't want any of that.
Thankfully, I'm thinking there's a fair bit of documentation around for what I'm interested in starting with. I want to do a Vampire Survivors-like; I enjoy the genre, and I enjoy messing around with stats and math, which is what that entails. The gameplay itself is simple, but you get to layer all sorts of modifiers onto it, and get some expression from there. It's also a nice base, since you can expand from there; it doesn't have to be formulaic to the existing genre. If I can get the basics up and running, I plan to have more of a focus on items, for example.
Hey, no problem, I appreciate it. And I'm just coming at it from the hobbyist angle, so I don't need or expect to be glaringly successful or anything. I plan to mess around and get something basic up and running, to start. I enjoy games, I enjoy math and, although I haven't done much at all, I do enjoy the programming I have done.
Thanks again for the information. I'm thinking I will try out Godot, follow through with some tutorials to get a basic clone up and running, and take it from there. Either stick with Godot, or do the same thing in Unity and then compare.
Yup, that's the one I found, too. Seems like a solid place to start.
And, yeah, thankfully those sorts of games are pretty popular, so there's plenty of people putting out info about them.