Can I achieve this kind of game in Godot?

Well, i’m a big fan of survival games. And i love 2d design. I have some projects in Gamemaker and Defold and now Godot is attracting me because its frequent updates and constant evolution.

Well, me and 5 friends want to make a survival game in Godot.

Basically, it’s a big/large project.

The game will be like Zero Sievert, which you can check here: https://www.youtube.com/watch?v=eLIKgOZXv10&pp=ygUUemVybyBzaWV2ZXJ0IHRyYWlsZXI%3D

But I want to do it Multiplayer with 50 people in the room.

Large and openworld map, buildings, thirst, hunger, health, creatures, tons of sprites.

About graphics, we are thinking in something like this:

we do not want to make it pixelized.

The million dollar question is…

Is it possible in Godot?

I’m reading a lot of posts in Reddit and I see people complaining about game peformance in Godot, some features that seems unfinished and so on.

Before dig deeper and study this tool, i need your help.

Yes, we have cartoonists and 2 programmers.

Thanks in advance.

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Graphics-wise - yeah, easy. Honestly. Godot won’t even sweat at this.

As far as 50 people, though - no idea. Zero-in on this, see if you find other games doing multiplayer at similar scale (no matter the graphics), what plugins/frameworks are made and if they’re easy to use.

If you feel support exists for 50-player multiplayer as far as net code/sync/comms - then I’d say overall absolutely, Godot can handle this fine.

The only problem I’ve seen Godot struggle with so far are collisions, when you have 200-300 collidable objects within a tiny area. It then tries to calculate collision for each object against each other object, so that’s 10,000 different collisions to calculate in a frame on top of everything else. But as long as objects are slightly apart and there aren’t hundreds of them (again, specifically within a small area of about 75x75 pixels, though it’s configurable), you’re fine. I’ve ran into this limitation making a bullet-hell game. Even then, I hear, you can use custom physics engine to increase performance, which I intend to do before releasing my game.

The youtube video you references has barely any collisions so zero worries on that front.

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You may have a closer look at this “lessons”:

or this “one year experience” :

3 Likes

This shouldn’t happen if you set collision masks accordingly so bullets don’t try to collide with other bullets.

Correct. By “collidable objects” I meant objects that are indeed meant to collide with each other.

Before you start on a large multiplayer project, I think you should really make a smaller scale test project for multiplayer. Godot offers a lot of interesting features for multiplayer (built-in replication, network visibility, etc) but any game with a significant number of concurrent users will require some optimization, regardless of the engine of choice.

Since this seems like a huge project that would take you a couple of years to make, I suggest you evaluate well the engines by making a smaller scale multiplayer game. There’s no advice on the internet that can substitute the investment of evaluating engines yourself.

No matter what game you’re making, if it’s online multiplayer, networking will constitute a massive part of where you will allocate time, so it’s necessary that your engine of choice supports you and makes it easier for you.

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Lastly, don’t underestimate engine knowledge. Starting a big project in a new engine is bound to have problems just because you don’t know the engine and the best practices for it. This alone should speak in favor of you staying on defold/gamemaker, and moving engine is probably something you want to do only if the engines you already know are lacking some fundamental features. Unless you’re fine with taking time with trial and error on your big project.