As a forum regular, and the first to see your post, I’ll be the first up to bat:
I did use Unreal 4/5 for a good year while I was learning game programming and game design in general. I built, failed, but had fun failing.
However, I also had an urge to use Godot. From what little I used it back then, it seemed smaller, sleeker, and more manageable.
Then later on, I began to start serious work on my main project (A third-person PvP shooter called Monkanics), I had to weigh in the options for game engines.
While I did find Unreal to be super duper powerful and tailor made to create shooter games, I found the whole ordeal of ACTUALLY USING IT EVERY DAY to be very cumbersome.
I then, tried Unity. Then I promptly un-tried Unity.
Then, I stuck with Godot, got through the small learning curve of GDscript and the engine ecosystem itself, and was off to the races.
As for why I actually enjoy using Godot, I find the node system extremely intuitive and easy to work with. GDscript is an amazing language for game development and doesn’t get in my way. And I find Godot’s open source and community driven roots are a perfect match for my project.
The community and it’s nature as an FOSS (free and open source software)
There’s really no community like this one. I find it really hard to properly articulate, so this is all I’ll say for now.
None so far. The only reason why is because I haven’t gotten to the point where I’m past game mechanic implementation and iteration.
I bet when I start implementing graphics into Monkanics and art in general, I might see some cracks start to show. But that’s only speculation based on my inexperienced opinion, and I very well could be wrong and everything is perfectly manageable with solid game optimisation practices.
So take that response with a grain of salt. Maybe two.
I hope so.
I know for a fact it is for 2D games, but I’m not 110% confident in 3D games. I’m making a 3D game myself, so I hope to become a trailblazer for more serious 3D projects to take root.
There’s a stigma around Godot and 3D that’ll take a lot of time to dissipate.
Also, I’ve never worked in the game industry under someone else’s umbrella (and I intend to never do that). So I can’t give an answer as to why more studio’s aren’t using Godot.
I can give a very specific answer to this question. While Monkanics is a game I plan to release, it isn’t “commercial” in the typical scene.
Meaning, my goal isn’t to make the most money possible. My real goal is to make a fun multiplayer game and build a community around it that I can live in.
Also, unlike most game releases, Monkanics doesn’t end after it’s release. I plan for it to be a new take on a live-service game. (I love those types of games dearly. I grew up with them)
So it isn’t a one-and-done deal, it’s a lifestyle.
This is genuinely how I want to live and enjoy my life, BTW. It’s been like that for over 6+ years now. I have an entire backstory I can spill, if your curious. If not, that’s cool too.