Background
So, I’ve been developing my project for a few months, it’s a third-person arena shooter about inventing your own weapons.
I’m not a new developer or new to the Godot Engine (You’ve probably seen me on this forum), but I’m also not a professional and I intend to work independently on my own whims.
However, about 30 minutes ago as of posting this topic, I was in a VC in the Godot Café discord to network and improve my socialization skills.
When I told them about my project and the vertical slice I was making, I was politely; but sternly; warned to NOT use Godot for a serious 3D project and especially NOT multiplayer. This warning was from developers with much more experience than me, so I have to consider it.
I’ve done research about Godot 4.x’s limitation before even jumping into this project, so this didn’t shock me. And I choose Godot intentionally for a variety of reasons listed below this. However, this warning has put a dent in my psyche, so I need to address it immediately.
Even More Background
So, a little background on myself. (This is relevant, I swear)
I really enjoy using the Godot Engine. I came from Unreal 4/5 and I have about 1 1/2 years of experience building features, failing, debugging, redesigning, and showing shoddy prototypes to my old friends.
I never made a finished project, but that was ok. I had so much fun failing that I really didn’t care. I enjoy the journey over any destination.
I then tried out Unity. Say what you will about it, but for me, the Unity workflow wasn’t my cup of tea. (My opinion is not swayed by misc controversies, I just don’t enjoy using it)
Then, I tried Godot. Man- I loved everything about it.
- The workflow (nodes and scenes) is pristine and easy to follow.
- The programming language (GDscript) has easy to read syntax with great documentation (I know other languages and programming fundamentals to design systems and solve problems).
- It’s lightweight as heck. So, it’s smooth to work with. (Cough Cough Unreal Cough)
- It’s open source and I can open the source to my Godot project easily (in comparison to Unreal and Unity).
- The community. I really enjoy the tight-knit nature of this place. I’ve always worked better in smaller, but deeper, environments.
I really didn’t mind less power or the comparatively underdeveloped feature base. For actual daily work where I actually design systems, implement features, and fix problems; it’s my go-to engine.
And as for my true personal goals as a game developer…
- I have no desire to make money. Money is very obviously important, I’ll never say otherwise, but I see it as a means to an end; and not an end in of itself. I hope you don’t see me as naive for having such an perspective.
- I do not strive to be the biggest fish in the sea. Meaning, I don’t have to be the next Fortnite to be happy. In fact, I’m very satisfied with a small, but dedicated community of peers, friends, and players. This isn’t theoretical either, I’ve lived through it. (It’s a long story)
- I do not have to have the most advanced graphics or the most bloated feature set. I prefer depth over breadth, and only really care about seeing my vision in action to gain real feedback from real players that really playing it.
- I do not care to develop multiple/other projects. I prefer to be laser focused on one thing and committing to it. I have a set vision in mind and I’m going to go through every trail and tribulation to make it happen; this is the life I want to live. I actually enjoy failing! (By the way, I learn by doing the thing I want to do. Not beating around the bush with separate projects that’ll go nowhere)
- I intend to stay independent and be my own leader. Working under someone else is already draining for me. But for game development in general, I do things my own way. I need to flexibility to do what I need to do and change what I need to change. Even if I had qualifications for a professional job, my chance of getting hired are low and chances of staying are zero.
- I don’t even need a complete game! Sounds crazy, but I prefer updating an imperfect project than perfect a finished product. “You can’t edit a blank page”. (This my live-service game preference talking)
So, my actual goal and reason for pursuing this project is to create a fun game I enjoy, share it with a community other people, and continually refine and add new things based on feedback. I’m more after a lifestyle than a finished product.
The Actual Question
Is it feasible to create a 3D, third-person, PvP multiplayer, real-time, arena shooter with Godot 4? (I’m using 4.3, but will upgrade to 4.4 when it’s fully released)
I’m almost finished with my vertical slice’s netcode. So, the project is still small and manageable. However, I don’t really want to switch engines for the reasons above. I’m willing to brave uncharged waters to make my game real. Not some fantasy I have in my head.
I really want to keep using Godot and stay in this community. And hey, I can improve my programming skills even further and update the engine (easier said than done). That’s not really possible with Unreal or Unity.
I want a second, third, or fortieth opinion on this.