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.
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.
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.
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.